Open Panderner opened 4 years ago
Games affected: Persona 1 and 2 enemy encounter effect Shatter effects, save screens, pause screen in Danganronpa. YS Seven Danball Senki and Danball Senki Boost (#13338) Gundam AGE Universe Accel/Comsic drive (only happens for block transfer effects turned off) Gundam Battle Series (#13749) Hot Shots Shorties (Everybody's Stress Buster) Portable Island screenshots (#14533)
Games affected for graphical artifacts: Sega Rally (#6979) Juiced 2 (#7295) Colin McRae Rally 2005 (#7810) flickering shadows
Danball Senki and Danball Senki Boost affected this issue:
I've mentioned #8708, #13079 and #13338 for using these screenshots that are affected this bug that changes pictures using save states and minimizing
Thanks for the good reports, this is very weird...
Character Talking backgrounds in Gundam AGE Universe Accel and Cosmic Drive (only happens if you disable simulate block transfer effects)
Stuff that only happens if you disable block transfers is not really bugs.
We're nearing a state now I think where we can just remove that option, it's not that many games that benefit without breaking anymore..
Stuff that only happens if you disable block transfers is not really bugs.
even I've enabled simulate block transfer effects for Persona 2, enemy encounter effect glitch still happens. including other games like Danganronpa.
Then that's a real bug.
This bug does not occur on Software Renderer mode.
These issues are caused by graphical glitches related to framebuffers.
@hrydgard this also happens on all backends.
@hrydgard it also happens in all backends can you remove the OpenGL label?
Regarding this comment https://github.com/hrydgard/ppsspp/issues/13256#issuecomment-691658682 Hot Shots Shorties (Everybody's Stress Buster) it also affected this issue:
Before Minimizing:
After Minimizing:
Has this worked in old builds? Possibly back when we had Readback mode in addition to buffered and non-buffered?
At least the Persona 2 issue seems to be texturing from a section of RAM, so this seems to be about the CPU reading back the screen copying it from VRAM to RAM. If you switch tasks or save state, we readback and write the framebuffer to VRAM, which makes it look like it works (kind of - it's still an old frame).
So likely there's a function that needs patching (or we need to implement proper detection of CPU reading from VRAM, which is difficult).
Anyway, postponing to 1.12.
Same happens for older versions of PPSSPP
Here's what happens when i disable BlockTransferAllowCreateFB for Ys Seven
BlockTransferAllowCreateFB off:
BlockTransferAllowCreateFB on:
So the compat hack should be disabled for this title, since it causes issues. It was already written, so just going to paste why rushing to add games to compat (speed)hacks was(is) a bad idea: https://github.com/hrydgard/ppsspp/issues/11669#issuecomment-470393342
Thanks for narrowing that down @LunaMoo . I think we'll just disable this speedhack for Ys like you did in your fork.
Here's what happens when i disable BlockTransferAllowCreateFB for Ys Seven
BlockTransferAllowCreateFB off:
BlockTransferAllowCreateFB on:
@hrydgard please re-enable again BlockTransferAllowCreateFB on this game YS7.
To avoid glitch Panderner reproduce add this game also to ClearToRAM 👍 tried and tested.
Enabling again for Ys Seven is bad idea @Gamemulatorer because it will result black screen save icons and BlockTransferAllowCreateFB off gif is a correct one.
Here's a gif for both: BlockTransferAllowCreateFB and ClearToRAM enabled:
Enabling again for Ys Seven is bad idea @Gamemulatorer because it will result black screen save icons and BlockTransferAllowCreateFB off gif is a correct one.
My save state png still correct.
Here's a gif for both: BlockTransferAllowCreateFB and ClearToRAM enabled:
Can you explain what's wrong in this gif?
Here's a gif for both: BlockTransferAllowCreateFB and ClearToRAM enabled:
Can you explain what's wrong in this gif?
This gif is incorrect.
And this one is correct:
Here's a gif for both: BlockTransferAllowCreateFB and ClearToRAM enabled:
Can you explain what's wrong in this gif?
This gif is incorrect.
And this one is correct:
Can you explain more on details I didn't get what's wrong and correct o_0
Please elaborate more.
As I mentioned in #13975 enabling BlockTransferAllowCreateFB for this game might cause save icons that draw black screen.
As I mentioned in #13975 enabling BlockTransferAllowCreateFB for this game might cause save icons that draw black screen.
Well as you can see my savestate icon still correct maybe this is adreno gpu bug?
Here's a gif using software rendering:
My save icon png still correct
Here's a gif using software rendering:
Please explain more on details I didn't get your problem with this :/
My save icon png still correct
Look at in-game save screen:
My save icon png still correct
Look at in-game save screen:
I really cannot reproduce your issue using BlockTransferAllowCreateFB and ClearToRAM I already tested this with two of my phones both with Mali gpu.
Danball Senki and Danball Senki Boost affected this issue:
ClearToRAM fix this issue :)
The problem with clear to RAM is that it's making the fade better, but it's still a fade from black (the cleared RAM) instead of a cross fade. That's what the gif is showing.
Block transfers are typically used for creating new save icons when creating a new save. Save icons created while block transfer was disabled or forced to the GPU will still of course display, it only affects newly created save icons. That said, as long as you see a screenshot of your current scene when saving, that should be fine.
-[Unknown]
Danball Senki and Danball Senki Boost affected this issue:
ClearToRAM fix this issue :)
No @Gamemulatorer this make characters disappear when I open up the menu screen as I mentioned in #13338
Danball Senki and Danball Senki Boost affected this issue:
ClearToRAM fix this issue :)
No @Gamemulatorer this make characters disappear when I open up the menu screen as I mentioned in #13338
Adreno gpu bug I think 🤔
This how it looks like on real hardware:
Sorry if this has been answered before but this thread is too complicated for me to figure out the solution:
Has the Persona 2 enemy encounter effect visual bug been fixed? or the tweaks needed to fix it discovered? Plus where is this "ClearToRAM" flag accessed?
So, has the bug being worked out yet.for Persona ???
Split/Second minimizing issue. https://github.com/hrydgard/ppsspp/issues/15785#issuecomment-1208745963
Split/Second minimizing issue. #15785 (comment)
Hexyz Force also has graphical glitches when minimizing the screen. The game over screen has half a wavy image on it. The whole screen is supposed to be wavy and it does become that when you minimize the screen and then make it full screen again. This is for the Android build of ppsspp.
If I load save state twice or more in Metal Gear Acid 2 can causes glitch in vulkan only opengl doesn't reproduce this.
This issue is still around for Persona 2. Software Rendering appears to resolve it though you lose out on the better rendering options. The other choice is to disable ClearToRAM (currently known "Skip GPU Readbacks") which will give you a white screen when entering random battles which is less distracting than the load state screen though it's not the correct cross fade transition so it's only a half solution. Possibly will be resolved with #16900
Here's what's happens a glitches when the black screen effect bug but when i use the save state it changes the screen to Save State's thumbnail.
Here's a Example for enemy encounter effect in Persona 2: Innocent Sin:
Here's what's looks like without using save states or minimizing:
and here's a another one using save states or minimizing:
Here's a shatter effect in Danganronpa comparison:
With using save states or minimizing:
Without using save states or minimizing:
and what save screen screen and pause screen looks like:
YS Seven: