gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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Donkey Kong 64: Hires Textures mixes textures with others textures in hires_texture causing bad look #2694

Closed md500 closed 2 years ago

md500 commented 2 years ago

Version information:

Describe the bug

A clear and concise description of what the bug is.

Sometimes when i load hires textures, is get mixed with another texture looking so bad. I made my custom textures and improved it with ESRGAN with x8 with only dumped textures (had to play game at 101% to get all dumped textures causing a bunch of 6611 dumped textures and remade it to x8 with ESRGAN), and deleted 1x1 (8x8 on hires) and 8x8 textures (64x64 textures).

The issue will happen more frequently when you are more away of the camera. (C down button).

Doesnt happen on cinematics (Like DK RAP, DK TV,Ending,Outro1 -100%- and Outro2 -101%-)

To Reproduce

Steps to reproduce the behaviour:

  1. Open Project64 32bit (64bit not tested)
  2. Select GLideN64 Plugin 32bit QT
  3. Options > Graphics Settings.
  4. In Texture Enhancement, tick Use Texture Pack.
  5. Run DK64 ROM.
  6. Wait while hires textures are loaded (you can copy GlideNHQ from texture_dump to hires_texture).
  7. Go to any world. (Doesnt happen on cinematics)
  8. The issue happens like the following:

Custom Textures: issue

Default textures from texture_dump (copy GlideNHQ from texture_dump to hires_texture).

issue with dumped textures

Expected behaviour

Assuming that you have custom textures or (hires textured). In this case, hires textures are off. expected

Screenshots Screnshots are included to corresponding context.

Additional context Location: Location

Config: config

Size of my custom textures. Textures are x8:

TexturesAreX8

Reloaded textures, deleted cache file, copied GlideNHQ from texture_dump to hires_texture to look if happens with stock textures too. Same issue. I dont know if happens with another game (Gonna try Banjo Kazooie with 100% to get all texture_dump complete)

Jj0YzL5nvJ commented 2 years ago

Disable: Enable N64-style mip-mapping, Enable per-pixel lighting and Enable pixel coverage calculation

Observations:

Xii-Nyth commented 2 years ago

yep looks like mip mapping on to me, I havent played dk with a pack yet to check. Then one you are using looks nice, ccan u send it to me so I can see if I have the same issue? :)

md500 commented 2 years ago

Disable: Enable N64-style mip-mapping, Enable per-pixel lighting and Enable pixel coverage calculation

Observations:

* If you use `Store compiled shaders for performance`, clear the shader cache regularly to avoid false positives... or disable it.

* `Multiple of N64 resolution` settings other than multiples of 2 can cause glitches.

* `RDRAM image dithering` to `Blue noise` may cause glitches.

* Enabling `Use no file storage or cache` will save you time when testing...

Problem Solved, followed these tips and it works. In banjo tooie and kazooie (which are games i am playing) is necessary to delete 8x8 png textures (seems to mipmapping), including DK64 before retexturing.

I Think when dumping is done, can i reenable the setting only if all mipmapping textures are deleted.

ep looks like mip mapping on to me, I havent played dk with a pack yet to check. Then one you are using looks nice, ccan u send it to me so I can see if I have the same issue? :)

Cant upload textures due to low upload speed (only 64 KB/s...)

Xii-Nyth commented 2 years ago

from my experiance the mipmapped textures will still appear at far distances if enabled, but their chucksums will randomize each time you reload the game, so you cant change them permanantly. If this wasnt the case they could be used for a fog effect.

Xii-Nyth commented 1 year ago

just recently found a few places in pd where they wil just pop in rather then fade in even with n64 style mipmapping unchecked. only on 2 levels, however it doesnt happen with accurate tex coord on. So basically inaccurate on and mipmaps off for dumping accurate on and mipmaps on for gameplay I havent been as thorough with dk like I mentioned in the other post but it seemed to be working