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Need for Speed - Most wanted: Graphics glitch when going fast #15940

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hrydgard opened this issue Sep 1, 2022 · 4 comments · Fixed by #15973
Closed

Need for Speed - Most wanted: Graphics glitch when going fast #15940

hrydgard opened this issue Sep 1, 2022 · 4 comments · Fixed by #15973
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GE emulation Backend-independent GPU issues
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@hrydgard
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hrydgard commented Sep 1, 2022

There's an apparently depth-dependent screen overlay that appears when you go really fast, it looks like a broken gradient typical of depth->565 or similar. Noticed when trying (and failing) to reproduce #15788 ..

image

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Sep 1, 2022
@hrydgard hrydgard added this to the v1.14.0 milestone Sep 1, 2022
@hrydgard
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hrydgard commented Sep 1, 2022

Carbon is also reported to be affected.

@asp0909
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asp0909 commented Sep 5, 2022

pro street and undercover also with failures! it seems that it is in all need for speed! high speed effects and activate nitro! in pro street it is even worse!

@hrydgard
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hrydgard commented Sep 5, 2022

Thanks, yeah, I have a couple of NFS games (not Carbon though) and I have repro. I'll try to fix it tomorrow. eh, or today.

@hrydgard
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hrydgard commented Sep 5, 2022

nfsdump.zip

This looks not-so-good:

07:29:762 root         W[G3D]: Common\TextureCacheCommon.cpp:692 GetFramebufferCandidates: Multiple (3) candidate framebuffers. texaddr: 04088000 offset: 0 (256x256 stride 256, 565):
[DEPTH seq:22 rel:22 C:04000000/512(565) Z:04088000/512 X:0 Y:0 reint: false]
[DEPTH seq:0 rel:0 C:040cc000/256(565) Z:04088000/256 X:0 Y:0 reint: false]
[COLOR seq:20 rel:20 C:04088000/256(565) Z:00000000/0 X:0 Y:0 reint: false]
07:29:762 root         W[G3D]: Common\TextureCacheCommon.cpp:698 Chose candidate 0:
[DEPTH seq:22 rel:22 C:04000000/512(565) Z:04088000/512 X:0 Y:0 reint: false]

Pitch is obviously wrong, that candidate should have been discarded. But it weirdly has a higher sequence number, as if it was written to more recently, probably some kind of false positive in the deferred Z copy code..

Anyway, should be easy to work around.

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