Open Ichigo14 opened 8 years ago
@SonicASD that sounds related to this issue https://github.com/benvanik/xenia/issues/801
@Razzile Makes sense. Appreciate it. @AllanCat Is it alright if you share that unluac fork? I couldn't figure out how to compile the source.
@SonicASD Last build much better:
i used last master (https://github.com/benvanik/xenia/commit/2a52156edf4ecc02d9083c31d495e0a927d26438) + (https://github.com/benvanik/xenia/issues/779) + (https://github.com/benvanik/xenia/issues/767)
PR779 give increase performance for me and ingame without lags
Been playing through on the latest master build, ran into this issue during Shadow's story, entering Kingdom Valley. Can't continue gameplay. Was able to finish Sonic's story though. Video also shows intermittent pauses in game play, which happens randomly all the time.
https://www.youtube.com/watch?v=3C82j8TxfHQ&feature=youtu.be
@Bluesfire You're supposed to press Y to enter the craft. Some scripts don't execute as they do on hardware for whatever reason. The stutter is just the GPU cache, I don't think Xenia stores them anywhere so it has to compile them every time. (Someone correct me if I'm wrong)
@DoctorGibuz Sounds like you're using an AMD card. Or a crappy cache file. Neither are going to work.
Ah, awesome! Thanks for letting me know. I'm using a GTX 1070 TI, I've seen people with lower graphics cards play without the stutter. but I can't find any explanation of how to get it like that.
@DoctorGibuz Make sure you have the right cache file, then? I use an AMD card and the build linked in @Parovozik 's video works just fine for me.
Also, does anyone know why the shadows don't work? Is it like the AA and Xenia just doesn't support it yet?
Shadow and AA disabled through 'cache' file, because works incorrect. Stutters are very easy to fix, there's a reason in the other, unlike rpcs3 where it is in any game and does not get fixed, even if you strongly want it. Proof (and fixed build of xenia in description): https://www.youtube.com/watch?v=u21u3a-DN98
@MrMrMANGOMILK Shadows work...sort of. The game uses real time shadows via Cascaded Shadow Maps (CSM) for everything including level geometry. If the game tries to draw shadows, it ends up covering the wrong parts in shadows, making it look dark. Some parts of geometry will be in the light, while others will be in the dark. This is probably due to Xenia not being able to properly calculate where to draw the shadow maps.
That stark line in on the building pretty much sums it up.
As far as AA goes, Xenia doesn't support it at an emulation level. If you try to start the game with AA enabled, Xenia will crash.
The cache file specifies what parameters the game will use when initializing its rendering pipeline. Shadow map resolution, distance as well as the type of SMAA (x2 vs x4, etc), each scene will use. The edit basically disables both as soon as the game starts, ignoring all future calls for AA or CSM.
Sorry for the double post. But the latest commit #9a158963, introduces some...anomalies. @DrChat.
Since older commits crash, I'm assuming because of Vulkan being updated on the driver side, I can't run the older versions, but, the commit introduces some odd stippling.
I'll do more testing tomorrow.
Hey all. So the stippling has been fixed. However, there's some outlines around some textures which shouldn't be there.
Black lines on the splines?
Can you highlight what you're referring to in the image?
Here's a clearer shot. That dark line between the two hues of blue shouldn't be there. In the above image that I posted, on the spines, there are two lines above his hands.
Ignoring the line, are the colors supposed to be drastically different like that?
Well, that specific shot, no. Reflections don't work properly yet. However that dark space is new. With the last 5 or so commits, performance has severely tanked, and the minimap shows a garbled mess. In addition the dark line now likes to change colours. So, some regression.
The water is supposed to look more like this:
vs
It decided to be orange.
Oh, and the previously mentioned improper shadow map calculation casts everything (well, almost) into the darkness.
Recent changes in xenia cause the following problems:
1) Edit: high-performance timer works well, problems were on my side.
2) Problems with displaying a minimap:
Commits:
https://github.com/xenia-project/xenia/commit/16e33cf123ada7374012b184c59e24878c3d4e63
https://github.com/xenia-project/xenia/commit/191dc30bee2489153dd5f3570a280dffdbff2ebf
3) The following commit cause the performance decrease: https://github.com/xenia-project/xenia/commit/f591f2dace8e31f57799c5494c378952a959f535
My PC specifications: Nvidia gtx 970, Intel core i5-6600k, Windows 10 Redstone 4 x64.
"Recent changes in Xenia cause a lot of problems:"
This is the wrong way to approach this. Xenia is a work in progress. There will be times problems crop up. That doesn't negate the value of the improvements that have been made.
1) You can optionally disable the timer if it's causing an issue. 2) Yes, known issue. 3) Note how the commit message is workaround.
If your intent is to make us aware of commits that caused issues, that's fine. But please don't ping us directly (we see when issues update!).
I don't urge to roll away changes. I have listed problems that I have noticed.
@Realex-fire Sorry, I meant "aware" not "away". But that's fine. I just wanted to make it clear that sort of tone in your original post doesn't really help.
Xenia just dies now while trying to play the SEGA .wmv.
So, I have some good news. Shadows work now!...sort of.
They're still not properly drawn, and the game sits in the dark most of the time, but it's something.
Edit: https://youtu.be/ysgKOkmcKY0
A video and a few more screenshots.
Different area:
I'll take some screenies later, but the CubeMap commit fixed the water, as well as the chrome spheres in Aquatic base. It also fixed pretty much everything else that uses a cube map. (Crisis City buildings, Windows, Sonic's shoes, etc.)
I assume that's with a different version of the cache? The AA stuff still isn't supported so I assume all this one does is add shadows back in.
Also some recent commit (not sure which) makes the XBLA demo crash the emu now. No clue why, as it was at least rendering the scene on earlier builds (albeit wrong like how it was before AMD cards got fixed)
@MrMrMANGOMILK I was under the assumption that AMD cards were never "fixed". This cache is my version, and really all it does is remove the AA checks. The rest is original. As far as the Demo goes, it still functions fine on my end.
@Irixion The build @Parovozik linked back in February was the first time the layering issues got fixed on my AMD card. Maybe that wasn't actually intentional, but it's how it's turned out. That build ran the demo with the same issues as AMD cards were still exhibiting, but now it crashes. (the emu itself - it doesn't lead to the "Client has crashed" message")
Also for some reason I thought the current cache disables both AA and shadows, sorry for the misunderstanding
@MrMrMANGOMILK Afaik, AMD cards don't support a texture format, which is why they don't really work. There's some trickery that needs to be implemented. Or something. Someone else may explain it better than I can.
As far as caches go, there's the "first" one that simply switched the game's rendering to one used for internal testing (disables all the graphical effects, really), the wild one on the internet which does some strange butchery to disable things, and the one that @AllanCat released. All his does is comment out the lines that initialize AA and CSMs.
My cache, the one I made for myself, just disables AA.
On a side note here's a screenshot showing how the water makes use of a cube map.
The last few commits broke the cube maps again, somehow :S
Both AlexVS's build provided by parovozik and the vram fix one run really nicely for me
There's still issues with the game drawing shadows, but otherwise this is in a playable state. It's also missing the tech-middleware-criware label.
Oh yeah definitely. There's also the purple weirdness on fade in/out and in the last episode, at least for me
@Ibrahim9999 It's a Vulkan issue.
@Ibraham9999 I have the same issue as you. It's making the Last Chapter pretty much unplayable for me. I'm not experienced enough in this type of stuff to even begin to look for a fix.
You're not supposed to be able to play the game. OpenGL is deprecated, and, someone correct me if I'm wrong, but pretty soon Vulkan will be as well. Direct X 12 will eventually be the new back end, As it stands now, the game, along with its demo, crash at the main menu. There's nothing to "fix". It just isn't anywhere near finished. You're trying to use a half built bridge to get across. It's just not going to work.
There are no current plans to deprecate Vulkan. The situation is that the only active development as of this moment is Triangle's D3D12 branch.
...I'm not entirely sure what you mean by this. The game has worked in Vulkan (albeit with broken features) since at least February (we've been hacking the game to allow it to work).
Also a side note: the September 10 build made the XBLA demo crash Windows instead of just the emulator. Again, I'm on an AMD card. (Hoping AMD's implementation of an apparent unsupported texture format works on DX12. The game only uses DDS oddly enough so I'm not sure what was being referenced but whatever)
What do you mean that the game and its demo all crash on startup? This only happens with my OpenGL version of the emulator, the Vulkan one works fine up until when Omega appears on the screen.
On Wed, Sep 19, 2018 at 10:44 AM Rick Gibbed notifications@github.com wrote:
There are no current plans to deprecate Vulkan. The situation is that the only active development as of this moment is Triangle's D3D12 branch.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/xenia-project/game-compatibility/issues/285#issuecomment-422895242, or mute the thread https://github.com/notifications/unsubscribe-auth/ARbDK3nDx11rCDjGjI_8FFX_i5Rp8hg3ks5ucoJxgaJpZM4Gxl97 .
...I'm not entirely sure what you mean by this. The game has worked in Vulkan (albeit with broken features) since at least February (we've been hacking the game to allow it to work).
Also a side note: the September 10 build made the XBLA demo crash Windows instead of just the emulator. Again, I'm on an AMD card. (Hoping AMD's implementation of an apparent unsupported texture format works on DX12. The game only uses DDS oddly enough so I'm not sure what was being referenced but whatever)
Uh, I meant on the DX 12 back end. WMV files don't like DX 12 yet, and then it decides to hangonce any 3D elements try to get rendered.
As far as the emulator crashing Windows, I would say it's AMD's less than stellar driver. But, I think the unsupported texture format is where DX 12 would come in anyway.
@gibbed So the plan is to build out the DX 12 back end and then go back and finish Vulkan?
So DX12 has had a few improvements recently. The WMVs don't break anymore, and you can actually get into gameplay. The image is stretched vertically, though, and a portion goes off the top of the frame. Also, there's quite a bit of slowdown, and some visual effects break. XBLA demo has none of these issues fortunately (though it crashes after the results screen when it's supposed to show a promotional image).
AMD also has an issue where certain animated models explode, which happens in Sonic Unleashed too (though not nearly to the extent it does in that game).
There's something peculiar happening. There seems to be texture corruption happening here. In some scenes, for example, this smoke effect works, and the same effect, in others, it looks off. In addition, things like the HUD go wonky as well. Here's some photos to demonstrate what's going on.
@Irixion Are you using Vulkan or DX12? If you're using DX12 it may be a VRAM issue.
Can't access my save file anymore with the latest build from the d3d12 branch
Can't access my save file anymore with the latest build from the d3d12 branch
https://www.xpgamesaves.com/resources/sonic-the-hedgehog-2006.4672/ Extract that save file using Velocity (A program) and then make "content" folder in your xenia... and then.. \534507D6\00000001\SonicNextSaveData.bin yea... also those are the folders... also that last one (SonicNextSaveData.bin) you need to make that a folder too, and inside put the save (extracted using velocity) if you didn't fully understand (since i suck at explaining) Here's my discord: RonDaBlue#4310
Can't access my save file anymore with the latest build from the d3d12 branch
Put an empty file named "portable.txt" in the Xenia folder.
I'm aware of all the save stuff, please stop replying to the post.
If you move camera this can disappear however still quite annoying.
And audio is out of sync. Most of all games for xenia have audio problems @UnrealNinjaMark
if only someone could make a modified cache to disable shadows and msaa for the newest dx12 release, it works flawlessly with the default cache in stages and city albeit with weird colors when you jump or are in a scripted scene.. using the vulkan cache works 50/50 (artifacting like in the pic above my comment)
Shadow's Kingdom Valley will always begin in this situation. Progress is impossible because I can't equip the glider at all, even when clicking the Y button (which usually allows you to take control of a vehicle). Resetting has no effect, and I am effectively stuck at this point in Shadow's story.
Here are the issues with Radical Train's Mach Speed section in Sonic's story. The extreme visual glitches render it almost unplayable. This recording is from January 1's build, but these issues are still present in the current D3D12 build.
I don't get any visual artifacts like that. On a 1080
In response to @Exayne , I have never encountered those visual artifacts outside of Radical Train's mach speed section. The only issues involve wall textures, which may sometimes become corrupt but don't affect the gameplay.
i7-8750H, GTX 1060
@NimbusSkye Yea it certainly was interesting, however a restart fixed it.
Marketplace
Issues:
Ingame with major glitches.
Labels:
state-gameplay, gpu-corrupt-drawing