hrydgard / ppsspp

A PSP emulator for Android, Windows, Mac and Linux, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues. For discussion use the forums at forums.ppsspp.org.
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Coded Arms vertice issue #4551

Closed piratefinn closed 8 years ago

piratefinn commented 10 years ago

It appears to be when playing Coded Arms that it has some sort of vertice error which throws stuff around while playing. I would explain, but it is much better demonstrated with the video I recorded of gameplay (linked). This issue is both on Android and PC. http://www.youtube.com/watch?v=Prze2K41Vus

I know this is not a glaring issue and there are probably better things to deal with this moment, so don't worry I won't chivvy people about it.

dbz400 commented 10 years ago

I can confirm this issue as well.

screen00012 screen00013

unknownbrackets commented 10 years ago

How does this look in the software renderer? Does this happen with vertex cache disabled?

Does hardware transform affect it?

Log?

-[Unknown]

dbz400 commented 10 years ago

HW transform didn't change anything .softgpu renders even worse

softgpu screen00313

GLES screen00312

unknownbrackets commented 10 years ago

Has this improved or changed at all? I wonder if it's some weird issue where the dcache is causing old values to be used...

-[Unknown]

dbz400 commented 10 years ago

Yep , same issue in latest build.

screen00024

unknownbrackets commented 10 years ago

Does this still happen in the latest git build, with simulate block transfers on (just in case it's somehow related)? Maybe it was the vrot thing.

Also, does multithreaded affect it?

-[Unknown]

ppmeis commented 10 years ago

Tested with latest build. Same status. Using Multithread or Simulate Block Transfer options don't help: image

LunaMoo commented 9 years ago

Randomly tested this, not much as I don't have any saves, but it appears to be fixed by #7107

Verticle problems seem to be all fixed, textures get broken at close distances when using medium or high spline/bezier curve quality: ulus10019_00000 ulus10019_00001

Setting quality to low seems to fix or at least hide the distance bug: ulus10019_00002 Edit: Doors are still getting messed up texture even with low quality spline/bezier curves, althrough only at very close range. Actually the door glitch might be different glitch since med/high quality kind of stretch the textures while door additionally get that texture tiled: ulus10019_00003 (this is at low so no stretching, althrough it get's there as well at higher quality)

Tested it using v0.9.9.1-976-g57be5f4 and v0.9.9.1-1039-gae5d597 just to check the newly merged spline/bezier stuff - no difference.

hrydgard commented 9 years ago

Okay, my guess would be that the game increases spline tesselation when you get closer (for what reason I don't know as all the walls look flat in the screenshots .. maybe legacy from a development version of the PSP that didn't have perspective correction, if such a thing existed?), which triggers still remaining bugs in our UV generation for splines. More testing needed...

LunaMoo commented 9 years ago

Well walls do have some extra objects sticking from them, I just noticed in GE debugger, different code is used when we get far from the wall and it appears to not be using bezier then? bezier bezier or not

One other thing I noticed kind of weird, but when #7155 was merged, bezier code is used from nearly twice the distance.

ppmeis commented 9 years ago

Tested in latest build. Same issues: image image

RinMaru commented 8 years ago

issue is still present in latest git