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DJ Max Portable 2 [ULKS46116] Several graphic issues (mostly in Vulkan) #10629
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I think the pink lines will be hard to avoid above 1x. Direct3D 9 probably doesn't work due to missing dual source blending. I wonder if the others are depth related. -[Unknown] |
Could you try exporting a GE debugger dump on PC? To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity. After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here. -[Unknown] |
Tested with latest Windows build, same issues. GE Debugger Dumps: There are two dumps: first one is on music menu, second one is ingame. |
For Vulkan in the menu, this is similar to #10107. I'm not sure if clamping is affecting the rounding, but ultimately rounding is slightly off. Using the per-pixel depth rounding should in theory correct this. For Vulkan in game, I don't see the content on top of the UI thing. It looks probably correct. For Direct3D 11 and 9 in game, color testing is clearly broken. Turning off the color test flag makes it draw in 11, and has no effect in 9. For OpenGL in game, it's somehow coming up with the wrong 2x256 texture maybe? The bufw is 2, and format 8888. Of course, that's below 16 bytes so the bufw will align up to 16 bytes. Maybe something is going wrong there. Hm. -[Unknown] |
Not working correctly together. See hrydgard#10629.
For Direct3D 9, it will require creating a fragment test cache (like GLES has), which is a bit of work. There's some benefit to doing it with Direct3D 11 too, because it seems to have better rounding accuracy, but I'm not planning to do it now. For anyone who wants to try their hand at contributing, though, look at this: Basically the idea is to create a texture to use since bitwise and is not available. This also makes it unnecessary to try to round to 255. -[Unknown] |
Well, I don't think this works in D3D 9 yet because I think it requires a color test mask to work, and D3D9 doesn't support that yet. The fragment test texture could be ported still. -[Unknown] |
Tested in latest windows build, default settings. Just forced "simulate UMD delay" and "Force CPU sync" to prevent anticopy issues. Various graphics issues make this game unplayable while there are no issues before. The most affected backend is Vulkan (glitches in menus and ingame), but other backends have several issues too (applying default texture filters and so on).
Vulkan:
OpenGL:
Direct3D9:
Direct3D11:
Software:
What hardware and operating system are you running PPSSPP on?
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