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Kurohyou series clip loosen after certain circumstances (now: graphical errors after fights) #15956
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Thanks for narrowing it down - that points at #15892. I suspect this is some subtle case in format/stride matching... -[Unknown] |
v1.13.2-1293-g7a4830ed4 fixed the after mini game and cutscenes flickering issue, however when screen recording flickering still there. |
How are things now? And what method of screen recording? |
With MIUI 12 internal screen recorder,that not a big deal only flickering during screen record,ingame play will not happen:-D. |
Crash as video shown |
Still crashes in the latest builds? |
Yes,crash during the last punch/kick. |
Ok, thanks for testing.. |
Could you test some old versions to try to figure out about at which version number it started crashing? Or get some ADB logs? |
v1.13.2-1214-ge6db0bef2 start crashing. Build fingerprint: 'Xiaomi/apollopro_global/apollo:10/QKQ1.200419.002/V12.0.11.0.QJDMIXM:user/release-keys' backtrace: |
Thank you, great stuff. I think I know what's going on with the crash now. I wonder if the inversion/red color aren't actually intended? Hard to say with none of the youtube gameplay being from real hardware, sigh... |
As I recall from #16101, it's not supposed to be flashing, but it's definitely not supposed to be grey. Pretty sure I compared it with the PSP via frame dump so I think the software renderer is doing what's intended. -[Unknown] |
This should likely be better now after #16426. |
v1.13.2-2030-gcb7329cd1 fixed vulkan fighting crash |
Great, it should have fixed some of the visual problems too, do any remain? |
still flashing grey |
OK, well, progress at least! |
v1.13.2-981-gca2962bea start flashing grey |
cool, so that's #16014 , which first implemented loading CLUTs (palettes) from framebuffers (images rendered to). Not too surprising but good to confirm. So I guess the question is in what way it goes wrong... There's one unhandled case which we might fall into I guess, where we should use a CLUT loaded from a framebuffer to texture from another framebuffer... |
Is the green color effect still broken in the latest build? |
still missing in v1.13.2-2041-g21cc6b85e |
#16454 should take care of the color before entering a fight. It should not be red or grayscale, but more of a cyan. Didn't look into the other issues, but decent chance this helps the green background as well. -[Unknown] |
@lim2222 Please test again - these effects should hopefully all work now. Of course, do report if something is still not working. |
v1.13.2-2120-g612d2181a the flashing thing gone. |
green effect come back too,great job. |
Could you get a GE dump of the convenience store problem? (I think I used to have one of the store, but can't find it) |
here is ge dump |
The split shadow is (not too surprisingly) depth related, there's a small discontinuity in the depth gradient of the floor, after converted from color to depth, at the same place as one of the color components wrapping around: I don't see any unwanted filtering going on in Renderdoc, so there's likely a minor math error in the color->depth conversion shader, or in one of the passes leading up to it. I'm postponing investigation of this minor glitch to after 1.14.0. |
Game or games this happens in
NPJH-50333,NPJH-50562
What area of the game
After mini game,cutscenes.
What happens
Screenrecorder-2022-09-04-10-20-39-733.mp4
What should happen
Screenrecorder-2022-09-04-10-22-24-622.mp4
GE frame capture
No response
Platform
Android
Mobile phone model or graphics card
Mi10t pro android 10
PPSSPP version affected
ppsspp-v1.13.1-475-g853a2df06-android.apk
Last working version
ppsspp-v1.13.1-471-g67c911d13-android.apk
Graphics backend (3D API)
Vulkan
Checklist
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