Open internetakias opened 11 years ago
I noticed it too, but it seems like such a minor issue, considering that it does not affect the playability of the game one way or the other, as compared to the massive transparency issue it had previously which was resolved thanks to @hrydgard
Thanks for the report anyway, this one will take time to fix.
Huh. Seems like on Android it's the complete opposite BR off: Br on:
I think it may be related to scissor . I may be wrong . Is this tested with latest build ?
Yes, both my PC and Galaxy S3 are using the latest build
Can you a bit older version of it ? v0.9.1-15-g1ea0cd0 (which is before the scissor fix)
Not really seeing a difference PC: BR OFF BR ON
ANDROID: BR OFF BR ON
It is funny .They are exactly reversed among Android and PC version . Really not much idea what is real cause .....
Should I try attaching a framedump? Would it help any?
Btw , we can see the rendering of 'Normal' is also different even stripes are correct .
That would be helpful .Will check it out.
That would be helpful .Will check it out.
Alright .Just able to test it .Looks like bit different indeed.
@internetakias , just wonder which version you are able to reproduce the difference between rendering mode ? as i cannot reproduce it .
v0.9.1-131-g2d89323 64 BIT
Just tested it out on the 32 bit build, and couldn't notice anything different.
Adventures To Go! (which is nowhere as good as a Persona game) also has the "too dark" issue.
-[Unknown]
Humm i just tried v0.9.1-131-g2d89323 64 bit , also cannot see the difference .Strange.
Hmm... Maybe it has to do with the graphics card? I have an AMD Radeon HD 6770. Also, all modes of buffered rendering produce the same result, FYI.
However , can 131 build still able to produce the following correct one from your system ?
The lines seem okay on desktop, at least for me, but it's solid if render resolution is set to 2x.
How does this look for you now?
Software rendering looks pretty good now and is not too dark (with #5158.)
Dark issue is already covered by #3379.
-[Unknown]
It looks fine on PC, haven't checked on my GS3 yet, though.
For me, this makes it look much more correct on all resolutions:
void FramebufferManager::SetLineWidth() {
#ifndef USING_GLES2
glEnable(GL_LINE_SMOOTH);
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)) + 0.5f);
glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)));
} else {
glLineWidth((float)g_Config.iInternalResolution + 0.5f);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
}
Lines are pretty uncommon. I wonder if we should/can redo them as polygons to try to get the width more correct...
-[Unknown]
We can, of course, the same way we deal with rectangles: Software transform them to screen space, then tesselate (make triangles) manually. I don't think it's very well defined what to do at corners of line strips though, the PSP doesn't care about the corner style because there are no more-than-one-pixel-wide lines on it.
Just a heads up, it seems like this issue is present in the D3D9 backend now
This is still present and behaves differently depending on the backend and rendering resolution. Win10, 64bit, v1.2.1-56-gcc4e7c4. AMD R9 270X, 16.2.1 driver.
OGL, 1xIR: OGL, 2xIR: D3D, 1xIR: D3D, 2xIR:
Basically, it seems to be fine at 2x (and other multiples of 2) in OGL, and at 1x in D3D.
Same happens in Eternal Punishment:
Yeah, this is an oldie but goodie. Will be fixed if we ever implement #8276 ...
I haven't tested this, but #15076 may help.
-[Unknown]
Here's the results I don't get the real issue here though 😅
ppsspp v1.12.3-136
Vulkan
PSP
Nice, looks pretty good!
Maybe not perfect, but not sure it's possible to get it perfect with the information we have from the game (just plain line draw commands).
I think that part always kinda looked that way (see even first screenshots), it was actually the cross-hatch shaded backgrounds this bug was about.
I'm going to reopen though, the lines need some work at some resolutions.
-[Unknown]
Ah I see, oh yeah, the hatched backgrounds are way better indeed.
Just to clarify status after that last change, here's a frame dump: #3332_ULUS10584_persona2_lines.zip
Correct (PSP):
Software rendering:
GLES/Vulkan (they're pretty much the same):
As noted in #15091, the diagonal lines are still too think.
-[Unknown]
When BR's off the stripes that make up the backgrounds of certain UI elements are being spaced out correctly. When any form of BR is turned on however, the spacing gets messed up, causing certain stripes to be spaced further away from each other.