gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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16xAA causes graphical issues in Zelda64 intro when the output or custom internal res is more than 2x #2666

Open Squall-Leonhart opened 2 years ago

Squall-Leonhart commented 2 years ago

This is not a new issue, it has been present since atleast PR4.0, but did not affect Glide64 where the driver was set to 16xS or 32xS via Profile Inspector.

unknown

forcing a 2x multiplier prevents the issue at the expense of texture clarity. unknown

using 8x which is a pure multisampling technique also prevents this.

32xS with Glide64/PJ64Video image

gonetz commented 2 years ago

Unfortunately, I currently can't check it - my GPU supports only MSAA 8x.

Xii-Nyth commented 2 years ago

If I understand correctly you are saying the ones in the driver are causing the issues, and not the 16xMSAA that will appear as an option if using per game settings? Those settings are very ancient an unsupported which is why they are not in "modern" (windows xp looking..) nvidia control panel, in fact most of the settings in control panel don't even work in anything other than opengl or old direct x/d3d versions.

Although I do find it very strange that it happens more when using 2x resolution, as usually anti aliasing stops being effective at higher resolutions since it has to look across more pixels to reach a new jagged edge. I guess the aa decides that at the original resolution those are not edges at all and defined squares and doesn't do anything? Id try increasing the resolution scale further to 6x for 1080p or 8x for 1440p.

For example at 1440p there is no difference between 4x or 8x msaa for me, but 16x will effect lines that 8x would at 1080p

Squall-Leonhart commented 2 years ago

You understand wrong.

the Driver settings do not apply at all to GlideN64, only the plugin msaa slider

the plugin msaa slider 16x= Drivers 16xS.

The hybrid xS modes have never been exposed to the nvcp but are available to opengl applications as 16 and 32x modes should the application choose to go so high.

Xii-Nyth commented 2 years ago

Oh thanks! So its the bottom image where the issue is, at 1x resolution with 32x aa?

Squall-Leonhart commented 2 years ago

no, the first image is 16x GlideN64

the second image is 16x GlideN64 with 2x internal scale

the third image is Glide64 with driver forced 32xS

the third image is

Xii-Nyth commented 2 years ago

OOPS! I thought the issues were the discoloration and blur and striping caused by using such stong aa on low res rows of rectangles.

I see now that you must be referring to the early culling looking error that happened to the path on the ground.

My apologies!

Just to be sure, the slider in the application is pure 16x MS and not a hybrid 2x SS and 8x MS? I find it very odd that such an issue is being created, but would seem more plausible if the texture resolution was doubled due to SSAA.

Anyways I can't contribute anything to this conversation so I'm gonna head out.

Xii-Nyth commented 2 years ago

I get the same issue with AA off? image

I'm only able avoid this issue by using paraLLEl

retroarch-23-53-40
Xii-Nyth commented 2 years ago

Ok it appears to be some early culling issue like in banjo kazooie. Even with AA off you will see it if using a widescreen viewport. Increasing the AA causes it to happen sooner however, so you must only be able to notice it in 4:3 when its at 16x.