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silent hill shattered memories, the torch does not shine the road. #6265
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Hmm, it has a stencil test that zeros except on depth fail. Is the depthtest enabled? It's also using maskalpha (theoretically we could partially implement this using glStencilMask.) -[Unknown] |
Yes,it's enabled |
So basically, where the depth test passes, it's supposed to set the stencil/alpha to (a & 0x7f). Where it fails, it's supposed to set it to 0x80 | (a & 0x7f), which might make it brighter or be used in a future stencil test, I guess? -[Unknown] |
silent hill shattered memories reports silent hill zero reports |
Man, is this error still present? |
The light need RGB mask implement,JPCSP enable color mak,the light showup. |
in forum some user report that:http://forums.ppsspp.org/showthread.php?tid=1576&page=4 i was playing the beginning , no problem, flashlight working properly, until i reach the playground (the first ghost scene) and this occur. some kind of alpha problem, enable 'disable stencil test' fix the flashlight, disabling helps with this alpha problem but mess up with the flashlight Sad anyone? (using v0.9.8-1088) |
Tested with latest build. Stencil hack helps in Silent Hills Origins with lantern light. |
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] |
Well, as noted in my previous comment - a GE frame dump would help a lot. See here for instructions - it's not hard and works on Android too: You can zip that and then drag and drop it into a reply here. -[Unknown] |
Here is the dumps I have made: |
@hrydgard is worth to add this game to compatibility ini, because it helps mali gpu. ClearToRAM fix image glitch on opengl if flashlight is enable. ReinterpretFramebuffers help vulkan to make flashlight work. I hope this will include in v1.12.3 :) |
Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
This is finally fix @hrydgard thanks 😁👍 |
See #6265 (comment), which has been buried by tons of screenshots. This probably requires depth texturing, which may not be supported by all GPUs and GPU backends. That it doesn't work in software implies that there's probably a self-depth-texturing hazard. Could you post a frame dump created from the software renderer? -[Unknown] |
Here |
Not fixed at all for me either. Windows 10 / GTX 970, seems to still be glitched with any renderer.
Disabling "Simulate Block Transfer Effects" is not a valid solution IMO, it removes almost every shadows produced by the flashlight so yeah the glitches are of course way less visible but it doesn't look good, plus the screen of the in-game phone is completely broken. |
This is known broken, and is one of the things I'm going to be working on soon. |
Why when simulate block transfer is enabled and the black spots appear in the flashlight and if you disable that setting again the spots continue until I increase the resolution they disappear? |
In this dump, at 1042/1241 it draws the flashlight stencil (REPLACE/REPLACE/ZERO), and then at 1155/1241 it draws the scratchy lines using stencil testing 814/1241 writes 1 bits (RGB masked, stencil masked to write 0x01 only.) It does a self-render of 0x04170000 with a color test for At 765/1241, it turns a grayscale rendering of the scene into the black. It uses a depth == test, and subtract blending. This is subtracting from colors (no lighting) drawn at 605/1241. But at 765, it's using some texture from RAM to subtract. This seems like a color interpolation accuracy issue with the polygons. Because they don't match the texture exactly, not quite enough color is subtracted and it doesn't exactly equal 000000 later. The texture is actually I suspect drawn at 260/1241 (to 0x0004c000, strangely), and I suspect copied to RAM from there. It's drawn at 565 with weird looking colors, but the RAM texture is CLUT8 with a simple grayscale ramp, so I suspect the CPU converted the 565 to 8-bit. This drawing of the scene happens at 256x256 and is centered around the area the flashlight can see (clipped on sides and taller.) So the pattern you see is actually a representation of the color interpolation error, probably, rather than a hazard. I wonder if this is related (after shader bitmasking) to what's happening on some devices with hardware rendering. Tricky that it relies on some specifics of the color interpolation... -[Unknown] |
…as well. NOTE: I'm not 100% convinced this is ok, there might be CPU graphics manipulations here. But in practice, in the current state where shadows don't work, it'll do. Thanks mrfixit2001.
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Software looks good now no shadow glitch in the flashlight. |
this is also a GPU readbacks issue? |
No, I don't think this effect requires GPU readbacks, though it may currently change the output. |
on 1.16.6 yesterday it was broken but today was working perfectly. |
3 dumps from my phone. First one has no artifacts. The other 2 have 2 different patterns. Same exact spot. The thing that I noticed is that most times the flashlight works correctly at the beginning. I can turn it on-off without an issue. As soon as I go through a door and turn off-on the flashlight, there's the mess. If I don't turn it off, it will stay fine. Sometimes I can even make it work correctly on another area by repeatedly turning the flashlight on-off. |
How can I fix it on mobile? I've looked it up on YouTube but nothing works |
simulate block transfer on/off not help
ppsspp
psp
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