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Graphical artifact in Phantom Brave (depth testing) #4064

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i30817 opened this issue Oct 7, 2013 · 25 comments
Closed

Graphical artifact in Phantom Brave (depth testing) #4064

i30817 opened this issue Oct 7, 2013 · 25 comments

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@i30817
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i30817 commented Oct 7, 2013

error

The sword draw order is wrong. Here is a savestate just before the cutscene (just confirm the attack and don't skip the cutscene when asked)

edit: replaced megafileupload link by google drive for permanence
https://drive.google.com/file/d/0BzxkBmaf1EiWSjc3QXpOelp3RXc/edit?usp=sharing

@dbz400
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dbz400 commented Oct 7, 2013

What is suppose to look like ? have you tried the softgpu?

@i30817
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i30817 commented Oct 7, 2013

I'm on linux using the sdl backend. There is no way to activate softgpu that i can tell. The sword is supposed to be on the back of the character. I've since also seen other cutscenes with other z-depth problems.

@dbz400
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dbz400 commented Oct 7, 2013

I see.It may also be stencil issue.

@dbz400
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dbz400 commented Oct 7, 2013

Which revision are you using to generate the ppst? we have to match the revision to load it .I tried 1533 build and it is not working .It would be good if real save can be provided.

@unknownbrackets
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Actually, the version doesn't have to match anymore. Unfortunately there are some issues between platforms and etc. still.

@i30817 if you try a build with #4065 applied, you should be able to create a savestate which has a better chance of loading for me and @raven02. It fixes two issues that would make your savestate likely incompatible with other versions of PPSSPP.

-[Unknown]

@i30817
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i30817 commented Oct 7, 2013

Last output of git log is
commit 424a243
Author: Sacha [email protected]
Date: Sat Oct 5 02:51:56 2013 +1000

Buildfix for Symbian.

@hrydgard
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hrydgard commented Oct 7, 2013

#4065 merged.

@i30817
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i30817 commented Oct 7, 2013

Since the savestate fix was merged i updated master, reloaded the savestate, saved it again and reuploaded it:
http://www.megafileupload.com/en/file/458291/ULUS10572-1-00-0-ppst-zip.html

just choose no to start the cutscene

@dbz400
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dbz400 commented Oct 7, 2013

Thanks testing right now.

@dbz400
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dbz400 commented Oct 7, 2013

Humm it looks okay to me

screen00022

@unknownbrackets
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Hmm, his arm might be wrong. Can you get a screenshot from a PSP fro the same scene?

If I disable depth testing, it looks correct, so it's probably depth related.

-[Unknown]

@dbz400
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dbz400 commented Oct 8, 2013

@unknownbrackets , here it is (from youtube)

1

@dbz400
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dbz400 commented Oct 8, 2013

I also checked with out softgpu and seems to be rendered incorrectly as well.

screen00023

@dbz400
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dbz400 commented Oct 8, 2013

Looks like similar issue as the Phastasy Star Portable #3777

@dbz400
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dbz400 commented Oct 14, 2013

Regarding this issue , i found a similarity in depth testing for this game as well as phantasy star in #3777 , they are all using GE_COMP_GEQUAL, when i tried to skip it , they are rendering okay (though i don't know why skip it will work anyway)

        if (gstate.getDepthTestFunction() != GE_COMP_GEQUAL)
            glstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]);

@unknownbrackets
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This could've been fixed by the recent depth changes. Does it still happen?

-[Unknown]

@i30817
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i30817 commented Feb 16, 2014

Yes, it still happens. Funny enough this game is full of errors in the log during this cutscene
many:
40:50:043 Prisma snd_a E[HLE]: HLE/sceDmac.cpp:68 sceDmacMemcpy(dest=08d40100, src=08d9b340, size=0): invalid size
and some:
40:50:055 user_main W[KERNEL]: HLE/sceKernel.h:456 Kernel: Bad object handle -1 (ffffffff)

@unknownbrackets
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Can you check what the vertex depth values are when it draws the arm and when it draws the sword? With the "raw" checkbox and without it would be great.

https://github.com/hrydgard/ppsspp/wiki/How-to-find-a-graphic-issue-with-the-GE-debugger

-[Unknown]

@i30817
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i30817 commented Feb 16, 2014

There is no GE debugger on the sdl port, and i'm not sure how to build it in qt. Could someone else do it?

@unknownbrackets
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WINE should work fine. The GE debugger does look a bit ugly (mostly the font), though, iirc.

-[Unknown]

@daniel229
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Is this fixed in the latest build?I don't have a save for testing.

@thedax
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thedax commented Sep 17, 2015

@i30817: Can you please tell us if this is fixed, or still an outstanding issue? I'm updating the depth issue and would like to know as well, thanks.

@i30817
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i30817 commented Sep 17, 2015

Unfortunately neither do i have a save anymore and the savestate doesn't load anymore, so checking this is quite impossible without replaying.
Even loading the old savestate and saving and then forwarding wouldn't help because the savestate is naturally before the end of the mission, where you can't save and the cutscene immediately comes after.

@unknownbrackets
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Here's a savestate:
https://drive.google.com/file/d/0B-yqKBEmUmsPbUdmdzk5UnlsM2M/view?usp=sharing

It seems like it works now.

-[Unknown]

@daniel229
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Yeah,Looks fine.

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