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SOCOM U.S. Navy SEALs: Tactical Strike NVG not work in the night all always Black screen #15071

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DDJock opened this issue Oct 31, 2021 · 20 comments · Fixed by #17317
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5 tasks done
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GE emulation Backend-independent GPU issues
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@DDJock
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DDJock commented Oct 31, 2021

Game or games this happens in

UCUS98649 :SOCOM U.S. Navy SEALs: Tactical Strike

What area of the game

I just recently started playing from ver1.10 to ver1.12.3, all can not work.
OS Win 10
ALL Rendering backend :not work

Mission 04 06 09 is a night battle, NVG does not work, always black screen, can not start the mission

What happens

always black screen Just start mission 04 06 09 like this:
02

What should happen

this is Normal:
51EpXsnQs0L
Video :
https://www.youtube.com/watch?v=rBy14ebYQrg

GE frame capture

No response

Platform

Windows

Mobile phone model or graphics card

NVIDIA 750TI

PPSSPP version affected

1.12.3 -113-ga3a6bdc19

Last working version

No response

Graphics backend (3D API)

Vulkan

Checklist

  • Test in the latest git build in case it's already fixed.
  • Search for other reports of the same issue.
  • Try resetting settings or older versions and include if the issue is related.
  • Try changing graphics settings to determine if one causes the glitch (especially speed hacks or enhancements/replacements.)
  • Include logs or screenshots of issue.
@ghost
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ghost commented Oct 31, 2021

Related #6963 (comment)?

@ghost
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ghost commented Nov 1, 2021

Can you upload ge dump in that issue @DDJock?
See here for instructions - it's not hard and works on Android too:
https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump

You can zip that and then drag and drop it into a reply here.

@DDJock
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DDJock commented Nov 1, 2021

I hope I did the ge dump right
UCUS98649_0001.zip

@ghost
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ghost commented Nov 1, 2021

Can you try the latest git build of ppsspp
https://buildbot.orphis.net/ppsspp/index.php?m=fulllist

@DDJock
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DDJock commented Nov 1, 2021

I try the lastest ver v1.12.3-140-g7ba8cf63b, still not work, but Software Rendering is work ,FPS too slow.
Software Rendering ge dump:
Software Rendering UCUS98649_0001.zip
SR
Vulkan Rendering ge dump:
UCUS98649_0001.zip

@ghost
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ghost commented Nov 1, 2021

Can you upload your save state file?

@DDJock
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DDJock commented Nov 1, 2021

here .
M09 save state.zip

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Nov 1, 2021
@hrydgard hrydgard added this to the v1.13.0 milestone Nov 1, 2021
@ghost
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ghost commented Nov 1, 2021

I cannot experience the blackscreen issue but loading your save state can cause graphical glitches.

0Screenrecorder-2021-11-01-22-23-20-4.mp4

@hrydgard this is similar to #11814 workaround DisableFirstFrameReadback

DisableFirstFrameReadback Enable

1Screenrecorder-2021-11-01-22-23-46-801.mp4

@DDJock
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DDJock commented Nov 1, 2021

DisableFirstFrameReadback Where is this setting ?

@ghost
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ghost commented Nov 1, 2021

DisableFirstFrameReadback Where is this setting ?

In compat.ini it's hidden but you can try my modified compat.ini here
PSP.zip

@DDJock
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DDJock commented Nov 2, 2021

Thank you very much, I don't have the SEAL 3 screen problem,
it's just that the Night vision startup doesn't work.

@ghost
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ghost commented Nov 2, 2021

Another issue I found is about the lightning issue, related to depth/Z?. Most likely similar to #7306
light_overlay.ppdmp.zip
Screenshot_2021-11-02-22-36-35-346_org ppsspp ppsspp

@unknownbrackets
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Does the software renderer look / run better now? It may still be slow, I'm wondering more if it's as grainy or if it should be that grainy.

It seems like there's some CPU upload happening in the frame dump.

-[Unknown]

@ghost
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ghost commented Feb 28, 2022

@DDJock no feedback?

@hrydgard hrydgard modified the milestones: v1.13.0, Future-Prio May 2, 2022
@Raymondic
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Press the 🔽 button on your emulator screen as soon as you see the black screen and every time you go into camera zoom and sniper mode press it again to return to normal night view.

@ghost
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ghost commented Oct 12, 2022

This game require Simulate Block Transfer Effects to make night vision work but sadly introduce new issue :(

Simulate Block Transfer Effects OFF

Blackscreen_2022-10-13-02-12-38.mp4

Simulate Block Transfer Effects ON

Simulate_2022-10-13-02-15-21.mp4

@ghost ghost mentioned this issue Oct 12, 2022
@hrydgard
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Hm, we might be able to improve this with the fix for #16210 , that is, #17297 .

@hrydgard hrydgard modified the milestones: Future-Prio, v1.15.0 Apr 20, 2023
@hrydgard
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hrydgard commented Apr 20, 2023

Trying DDJock's dump above (UCUS98649_0001.zip) , the post processing stuff starts at step 31369 (!) with the same CLUT8 trick, however here it doesn't seem to work and turns things black? Actually it just turns it really really dark..

More stuff happens afterwards, though, I believe it's a bloom effect.

But the weird thing is, I don't see anything that tries to turn things green? Not a CLUT, and not even a color mask.

Heh, expected this one to be easy now, but not so...

@hrydgard
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By hacking up the depal so we get some brighter stuff, I can tell that the green color is not applied in depal, it's applied after computing the bloom by a simple colored fullscreen draw, using alpha blending (modulate src by dest color, everything else zero), just before then adding the bloom and striped noisy lines on top.

All the bloom and stuff seems to work fine, so the problem is working out why the output of the CLUT8 step is overly dark...

@hrydgard
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Alright, I found it, fix coming up.

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