libretro / parallel-n64

Optimized/rewritten Nintendo 64 emulator made specifically for Libretro. Originally based on Mupen64 Plus.
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Resident Evil 2 depth issues #257

Open GPDP2 opened 9 years ago

GPDP2 commented 9 years ago

Probably a known issue, but I did not see anything in the tracker, so I thought I'd report it here so at least it's official.

retroarch-0731-090204

This is using Glide64 and CXD4. Messing with polygon offset settings does nothing.

For what it's worth, standalone seems to have the same issue. Only Project64 gets it right.

GPDP2 commented 9 years ago

Also, the voice acting during cutscenes is missing.

Seems like this game has a lot of problems overall.

cxd4 commented 9 years ago

Sounds like the voice acting was just recently fixed by some backports Twinaphex did.

About the depth issues, those were only fixed in Glide64 if "Software depth buffer rendering" was enabled, and only on some video card drivers (wasn't always a fix). It worked in software mode, or with NVIDIA accelerators, but not for ATI Radeon cards. I don't know if it is an option here; I don't really test glide that much.

inactive123 commented 9 years ago

The voices should be fixed now by this commit, yes.

https://github.com/libretro/mupen64plus-libretro/commit/3609c5a117098953da789b5e535421e2007e860c

GPDP2 commented 9 years ago

Actually, upon testing this game just now, I still don't hear any voice acting in cutscenes even after this commit.

inactive123 commented 9 years ago

Thats definitely not the case here. You need to make sure you set RSP to cxd4.

inactive123 commented 9 years ago

Hmm, I only tested Biohazard 2 (J) in the past which is the Japanese version. Seems the US and EU versions (Resident Evil 2) still have issues.

GPDP2 commented 8 years ago

Just wanted to provide an update. Standalone Mupen64Plus recently fixed the problem with depth. Turns out all it needed was for FBOs to be turned off (done by setting wrpFBO to False under the Glide64mk2 settings in mupen64plus.cfg), but prior to the recent fix, all that resulted in was a black screen due to a bug with the SDL context.

RE2

Seems like there's currently no easy way to disable FBOs in the libretro port, though. Would be nice to test if doing the same thing works here.

inactive123 commented 8 years ago

The thing is, this seems like a massive hack that obscures the real underlying issues.

Also, you cannot turn FBOs off I think for libretro. Libretro GL demands by its very nature an FBO to render graphics to the GL framebuffer which the libretro frontend then later outputs to the screen

Anyway, it seems that instead of this hack, a better solution would have to be devised and also a more fundamental grasp of what actually is the problem. Not sure what though. Just disabling certain graphics plugins features seems rather hacky.

GPDP2 commented 8 years ago

Well, then we wait for GLideN64 to fix the problem without resorting to hacks, I suppose. As per Gonetz himself, Glide64 is full of hacks just to get RE2 graphics properly working. This is just one of the bunch. Even Project64 requires FBOs off for this to work.