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Dante's Inferno - Graphics issue - Bloom #4845
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Looks like the same issue as Ridge Racer. Does it help if you change the rendering resolution? |
I just tried it and not helping in this case |
no change with redering resolution, tried with 1x, 2x, 3x |
Looks like it is caused by "Render to area containing texture" |
Comment it out get of rid of the artifact .(Note : either change to AttachFramebufferValid or AttachFramebufferInvalid , didn't help)
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@unknownbrackets , i think this one is originally used for Sword Art Online ? |
What is the address of the framebuffer and the address of the entry? Some of these were before misunderstood because the framebuffer address was incorrectly masked. That said, it's still a fact that the PSP can render half way into a buffer or from half way into one, such as happens in Breath of Fire 3. This code is actually too conservative to fix Breath of Fire 3 currently, though. -[Unknown] |
18:22:364 user_main W[G3D]: GLES\TextureCache.cpp:231 Render to area containing texture at 04110000 |
address of the framebuffer = 04110000 |
How big is the framebuffer, do you see it rendering to it? What's the bufw? Sounds like we are likely guessing a wrong size for it. -[Unknown] |
I did try to fix the drawing_width to let say the viewport or region .It didn't help either |
So if it's 512px wide, and 272px tall, then depending on the bitdepth it either ends at 04154000 or 04198000. 04110400 is most definitely inside that. Theoretically, it's just offset by 1px, but it could also be doing what that other game was doing (#4739), and offsetting x (if it's 8888.) -[Unknown] |
What bitdepth is the framebuffer/texture? Can I see a screenshot of the GE debugger? -[Unknown] |
Has this changed in the latest version at all with the framebuf size stuff? I know it still has the subarea thing. -[Unknown] |
Apparently this still lacks proper bloom, but now the artifact is gone. -[Unknown] |
Maybe #6300 will help this? It'd help to know the texture address when the bloom is supposed to render (might be easier with an older build where it does render wrong.) Maybe it's using a VRAM mirror... -[Unknown] |
Fixed by 0b9db17 a little flickering though. |
Flickering? -[Unknown] |
It looks possibly misaligned. Maybe it's overestimating the height of a framebuffer... this happens at 1x, right? I'm guessing so. What happens if you force drawing_height to 272? I'm guessing it's making something bigger. Maybe it's even clearing two bufers at once, y-ways, like God of War... -[Unknown] |
Can you grab some of the Est lines? Maybe the problem is it's over estimating to 272... -[Unknown] |
Here |
@Saramagrean Can I know what's your phone hardware specifications??.. |
This commit of sir @hrydgard 442b570 has a fixed of Dantes Inferno @Saramagrean? 🤔 EDIT: I finally downloaded v1.7.1-171 from buildbot using vpn I will test later Dante's Inferno on this version |
Huawei P9 Plus. |
I don't think so... |
@Emulatorer ...with enabled BlockTransferAllowCreatdFB in compat.ini file? |
@Saramagrean Yes |
@Saramagrean sad to say issue still persist in some area 🤷😔 |
Still an issue on PC v1.8.0-414-g27608349e |
How did you do that wow |
This gloom is the one of the bug can't fix but in soft gpu can play it normal in open gl still not playable i hope can fix it |
updateNo locking bloom effects in OGL 3.1+ but characters image is transparent. No changes in OGL 2.0+ this game always locking bloom effects so no chance for my phone w/ mali-450 gpu to play this game 😶 |
Using the dump above. HW renderingSW rendering |
This is the graphical performance of ULES01384_1.00 in v1.9.3-975-g6f07e2b48 (A ppdmp file, and a screen recording file): |
Started looking into this (in the the Vulkan backend, using the GE debugger and RenderDoc) The game does a fairly traditional bloom where you subtract some brightness from the game image, blurring that, and adding the result on top of the original image. It does this initial step by first drawing a gray rectangle, then using SUBTRACT blending to subtract it from the game image. Unfortunately that gray clear malfunctions somehow and only clears the upper half of the image, leaving garbage from the previous frame behind. This garbage being subtracted from the previous frame's garbage causes the flickering. Apart from that, the bloom effect seems to work ok now. The viewport seems screwed up during that clearing draw: While normal during the next draw: I wonder if the viewport itself should actually clip at all. As we know, the PSP clipping solution is a bit ... different. We might need to change our viewport translation logic to extend the viewport to at least cover the scissor region to fix this. It should be possible to just use the viewport clipping logic but use it to extend instead of shrink. |
The remaining bloom flicker is now fixed. |
Good Job @hrydgard |
Yup, no way getting around that, I think. |
The Game, Dante's inferno, plays fine but there's graphics issue:
The background seems to be mirrored in transparency, in the 1st screeshot, we can see the burning torches are shown, in the 2nd the "cross" on the wall is overlaid.
Here's video too!
http://www.youtube.com/watch?v=AhJspRA6Og4
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