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Bug with replaced textures #16966
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Could you give a download link to the texture pack you used? Also, does it happen in the latest build from https://buildbot.orphis.net/ppsspp/ ? |
For some reason it happens if you play for about 40 minutes or an hour |
I use ps2 assets mod for PSP , but in old version emulator I don't have bugs https://forum.mixmods.com.br/f22-graficos-interface/t7359-stories-psp-hd-ui-para-o-ps2-assets-mod |
I use realize 1.14.4 , not used new version I'm check later |
We have fixed a few bugs around texture replacement since 1.14.4, but possibly not all. |
I can confirm it also happened to me and some other people for Tag Force 3 once after a while of playing. Seems hard to replicate but if it happens again I'll try to get a savestate or something. I want to say it was a regression introduced in 1.14 as I didn't encounter this in 1.12 or even 1.13. |
Have you seen it with a git build of PPSSPP newer than v1.14.4? Specifically v1.14.4-124-g10d7b2d41 or newer. That fixed an issue with replacements that exists in 1.14.4. -[Unknown] |
In #16991, similar things are reported in quite a new build, so I don't think this is solved (marked it as duplicate of this). The Patapon texture pack uses rather extreme-resolution replacement textures, so it's gonna push any accidental limits we have. |
Bad Things could happen if you run out of VRAM. Not sure if I'd call that an "accidental limit", but I think we've essentially and systematically removed all the low-memory checks that used to run, so hard to tell if that's the case. -[Unknown] |
Well, I would agree that we (or I) simplified away too much of the low-memory checking. And also that various out-of-memory conditions absolutely could be the cause here. But I plan to start in a different end, by fixing some pathological memory use from texture upload. When a game, through a texture pack, uploads multiple uncompressed 4096x4096 textures in a single frame, our pushbuffers bloat excessively, and stay bloated. So the ideas I have are:
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I will see how big the vram usage is during that and report my findings as well Spreading out multiple textures replace in time sounds like a good idea With as massive as texturepack is for Patapons, there's tradeoff to how it worked before it broke, and by that I mean, emulator could really stutter at times because it was trying to swap texture as fast as possible |
Yeah we don't want to go back to heavy stutter, but also need to make it fast and reliable. I've been messing around in the code a bit and successfully added BC texture compression as an experiment, but also, I feel things can be simplified a bit, which may or may not help. I am absolutely convinced it's possible to make a pack like the Patapon 3 pack perform and work just great, it's just not exactly trivial, and the images may indeed need to be converted to something other than PNG. |
As to vram in question, texture pack enabled on Patapon 3, I'm seeing about max of 1.1GBs of vram being allocated, it could be slightly more at times but it shouldn't go beyond 2GBs |
Texture mod in zip format doesn't work in build 625d93a android. |
Really? Worked for me (on Windows). I'll look into it soon though on Android |
Another crash using zim files
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Thanks for the report! I'm gonna fix it all up. Currently working on understanding and reworking the texture replacement code for more format support and better performance, and fixing bugs as I go. |
Does replacement texture isn't really work in software mode? |
That's right, it doesn't work in software mode. Not planning to support that. |
I believe all of this is fixed now. Closing. |
Game or games this happens in
Ulus10160
What area of the game / PPSSPP
I play gta vcs with replaced textures and sometimes they changed random textures
What should happen
I don't know this problem
Logs
No response
Platform
Windows
Mobile phone model or graphics card
Gtx 1050ti
PPSSPP version affected
1.14.4
Last working version
1.13.2
Graphics backend (3D API)
Direct3D 11
Checklist
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