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Me and My Katamari Visual Bug Background #6411

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haazeGalaxys5US opened this issue Jun 24, 2014 · 40 comments
Closed

Me and My Katamari Visual Bug Background #6411

haazeGalaxys5US opened this issue Jun 24, 2014 · 40 comments
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GE emulation Backend-independent GPU issues OpenGL
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@haazeGalaxys5US
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Hey guys, so tbis issue has been around since ive been trying the past year. I posted the issue in the forums but maybe this is a better spot to be seen. Im running 9.8 1385 and the problem remains in buffered and unbuffered rendering
screenshot

Only happens when you are larger when the camera is in tight the glitch does not remain even off in the distance

Im having difficulty getting a log. Logcat apl dods not record anything when i leave and run ppsspp and come back to it. I do not have a computer at the moment either. I am rooted though.

@unknownbrackets
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Does that mean #1853 is fixed?

-[Unknown]

@haazeGalaxys5US
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Actually yes, sorry i having problems signing in that account. So that issue for me turned out to be iso problem probably due to compressing it smaller or something

There is still a bug that "crashes" the game thay still remains for all devices ive tried . After you finish the tutorial and are asked to name your island it just hangs but music is playing but there is no input. You can fast forward and theusic speeds up accordingly but you cannot procede unless you use a save state which are all 100% done and take away from playing

@LunaMoo
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LunaMoo commented Jun 26, 2014

That hang can be passed if you change rendering mode to read framebuffers to memory;3

@unknownbrackets
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@LunaMoo your EU save works fine in the US version. What's the easiest way for a Katamari n00b to experience this issue? I tried the first couple levels but neither was outside, which I'm guessing is the reason this wasn't evident.

I have some code to probably implement depth download on desktop, although detecting the "right" depth is tricky. I'd also like to try hardcoding depth=0 on texture and see how it looks (which is what mobile may be locked to.)

Would possibly use zero depth when "block transfer" is disabled OR "disable slow effects" is enabled. Though I'm not sure how slow it will be, I don't expect downloading depth to RAM to be a thing GPUs like.

-[Unknown]

@LunaMoo
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LunaMoo commented May 21, 2016

Well I think it only happens in stages where you grow to certain scale, for example you start in the house, when you katamari grows enough you move to the town and it would have the bug already, some stages already starts at higher levels, so for example talk to this cicada
ules00339_00018
pick "yes" and then "eternal" which removes time limit and you'll start in a stage which has this issue from the start. Might even be exact stage from first screenshot here.

@unknownbrackets
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Okay, confirmed (not shocking) that downloading makes it work.

One trick with zero: it's actually (of course) using a CLUT16 here. CLUT=0 is 100%, so reading the texture data as zero would cause the artifacting. We'd want to set the texture as zero instead.

Also, we can't just download at the end of the frame (a la "read framebuffers to memory"), because it will read zero. The game uses the depth, and then right after texturing from it, clears the depth.

It seems mostly doable to detect depth. One thing I think I've seen before that WILL get in the way: turning off depth write and using the depth space as a temporary color buffer / or texture memory. I think it will be enough to prioritize color buffers, hopefully...

-[Unknown]

@unknownbrackets
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By the way, making depth clears write to memory (as in #8994 with color) makes it solid red. as mentioned here (because it clears to zero, I guess.) I wonder if it'd help artifacts in any other game, though...

-[Unknown]

@soundyogi
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Hi!

I think I am having this Issue, is it fixed? How could one help maybe :)

Thanks!

@m4-used-rollout
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m4-used-rollout commented Mar 8, 2018

This issue is still happening in Gold v1.5.4 with ULUS10094. When you roll the Katamari large, especially in stages where you start large (like the Cicada stage indicated above) a colored wall creeps into your vision and blocks your view
ulus10094_00001

Shot of real hardware in the same location for comparison
psp-1000

None of the mitigations mentioned above seem to help. Block Transfer is disabled and Disable Slow Effects is enabled. I also tried turning off any texture scaling, but the problem still exists.

A savestate is attached if it will help.
green wall.zip

@hrydgard
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hrydgard commented Mar 8, 2018

Yeah, the game still has serious problems. There are at least two issues. First, it uses the depth buffer as a texture looking up into a palette to do custom fog, which is what you're seeing it fail to do here. PPSSPP does not support that currently, I have a rough implementation in a branch but there were some problems I couldn't explain at the time, should probably give it another shot. Secondly, for window transparency in a few stages it does something similar but textures from a texture map that's black while it really shouldn't be. I dove deep into it a while ago but failed to figure it out...

@8v3c
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8v3c commented Aug 24, 2019

has anyone found a fix for this?

@Panderner
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Screenshot_2020-03-12-14-48-11-69_2f85358b2198d26f8aca533d68bee793
Here:
recording.ppdmp.zip

@Panderner
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Same happens in latest build, they removed framebuffer to memory in version 1.6.0

@LunaMoo
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LunaMoo commented Apr 20, 2020

Read framebuffers to memory was only passing a long fixed hang, did nothing to this glitch if not making it worse.

The glitchy effect from here can be removed by my cwcheat workaround ~ https://github.com/LunaMoo/PPSSPP_workarounds

@Panderner
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But how the glitchy effects to drawn? It's doesn't present on a real PSP.

@unknownbrackets
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It's downloading the depth buffer and using that as a texture. This is entirely separate from what that setting did, which was related to color buffers and is now essentially automatic.

I haven't seen it mentioned here, but software rendering (which will be pretty slow) should render this correctly.

-[Unknown]

@Panderner
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This how it's looks in software renderer:
Screenshot_2020-04-21-16-12-24-35_2f85358b2198d26f8aca533d68bee793

@righthere
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Read framebuffers to memory was only passing a long fixed hang, did nothing to this glitch if not making it worse.

The glitchy effect from here can be removed by my cwcheat workaround ~ https://github.com/LunaMoo/PPSSPP_workarounds

Thank you :-) I finally have been able to play the game fully with double stick config (remapping to second gamepad stick the cross,square,triagle,circle buttons) and in hd, thanks again!

@bassilisk202
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Hello!

Read framebuffers to memory was only passing a long fixed hang, did nothing to this glitch if not making it worse.

The glitchy effect from here can be removed by my cwcheat workaround ~ https://github.com/LunaMoo/PPSSPP_workarounds

Hello! Downloaded your workaround and followed the instructions and it still showing the glitch. Im currently using PPSSPP v1.9.3

katamari

@LunaMoo
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LunaMoo commented Apr 30, 2020

Did you imported the cheat then enabled it in the cheat menu like that:
Katamari cheat
? Make note [Disable] cheat exists to disable the actual hack(for example to check if it's still needed), so don't use it.

Here's a diff without/with the workaround activated:

ULUS10094_00000

ULUS10094_00001

It completely removes the foggy effect, but it was subtle enough on real PSP that it doesn't really make the game look different

@bassilisk202
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Did you imported the cheat then enabled it in the cheat menu like that:
Katamari cheat
? Make note [Disable] cheat exists to disable the actual hack(for example to check if it's still needed), so don't use it.

Here's a diff without/with the workaround activated:

ULUS10094_00000

ULUS10094_00001

It completely removes the foggy effect, but it was subtle enough on real PSP that it doesn't really make the game look different

Ok got. It so happens that the disable cheat option was checked and i ddint noticed, my bad. Thanks for the workaround! Really appreciate it :)

@Instandhaltung
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Did you imported the cheat then enabled it in the cheat menu like that:
Katamari cheat
? Make note [Disable] cheat exists to disable the actual hack(for example to check if it's still needed), so don't use it.

Here's a diff without/with the workaround activated:

ULUS10094_00000

ULUS10094_00001

It completely removes the foggy effect, but it was subtle enough on real PSP that it doesn't really make the game look different

Hey! For me, the cheat does crash the emulator on ppsspp (newest 1.9.3 build) on Switch. The cheats for Valkyria Chronicles do crash as well, so maybe I might do something wrong. Are there any settings that have to be enabled or disabled for this to work?

@LunaMoo
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LunaMoo commented May 16, 2020

I have no idea about switch, sorry, but the port to that platform seems to still be WIP and unfinished. Maybe cheats just doesn't work there, or something's wrong with jit invalidation as cheats which modify the game code requires it.

@Instandhaltung
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I have no idea about switch, sorry, but the port to that platform seems to still be WIP and unfinished. Maybe cheats just doesn't work there, or something's wrong with jit invalidation as cheats which modify the game code requires it.

Thanks for the answer!

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Aug 6, 2020
@hrydgard
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hrydgard commented Aug 31, 2020

Woops, that got broken again in #13355 . Will fix again soon. EDIT: Fixed.

This will not be fixable with D3D9 and older OpenGL devices, but I hope to get in fixes for D3D11 and OpenGL 3.0 before v1.11 release.

@Panderner
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Panderner commented Oct 19, 2020

The last one is OpenGL ES 3.0+. but why it's not fixable on GLES2 and D3D9 Devices?

@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Dec 19, 2020
hrydgard added a commit that referenced this issue Jan 31, 2021
…now.

Need to figure out what to do about other Z mappings.

Helps #6411 for OpenGL on desktop primarily, and certain other games affected by #13256
are likely working too like the fog in Harry Potter.
hrydgard added a commit that referenced this issue Jul 9, 2021
…now.

Need to figure out what to do about other Z mappings.

Helps #6411 for OpenGL on desktop primarily, and certain other games affected by #13256
are likely working too like the fog in Harry Potter.
@Panderner
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After #14042 Here's a comparison for my PC and my android phone:

Windows PC:
Ppsspp Screenshot 2021 07 10 - 22 35 33 14

Android Phone:
Screenshot_2021-07-10-22-35-25-091_org ppsspp ppsspp

All versions tested are using latest build.

@hrydgard
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Yeah, that fix isn't working for OpenGL on Android, that's known unfortunately :(

@hrydgard hrydgard modified the milestones: v1.12.0, v1.13.0, Future Aug 23, 2021
@DerGefallene
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I'm still experiencing this on the latest PPSSPP version and the EU Version of Me & My Katamari. I tried switching to Vulkan but this still occurs and since the cheat file only seems to work on the US and JP version is there anything I can do?

@Panderner
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@DerGefallene what device are you using?

@DerGefallene
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Just my Windows PC

@Panderner
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Just my Windows PC

@DerGefallene PC specs?

@hrydgard
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That's extremely weird, this should work on any Vulkan device. What GPU do you have? And are you really running a fresh-enough PPSSPP version?

@DerGefallene
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Just my Windows PC

@DerGefallene PC specs?

Windows 10 21H2
AMD Ryzen 5 3600
Nvidia GeForce RTX 2070 Super
32GB 3200 Mhz RAM

That's extremely weird, this should work on any Vulkan device. What GPU do you have? And are you really running a fresh-enough PPSSPP version?

My PPSSPP version is always updating itself so I figured it would be the latest version. I have been using it for some years tho so maybe I should've tried to manually update it. At first I had been using D3D11 and the above visual bug occured and when I switched to Vulkan the slightly transparent texture becomes completely solid so after reaching a certain height I can basically only see a colored texture around my Katamari and nothing else

@Panderner
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Are you using latest build?

@DerGefallene
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Are you using latest build?

That was the issue. Like I said I always thought since PPSSPP was constantly updating itself that it would be up to date. Turns out my PPSSPP version was 1.10.3. Now I've downloaded 1.13.2 and there it is fixed. I tried copying my 1.10.3 PPSSPP savestate of a game level where the bug occured and it also occurs there. But if I load up the game normally on 1.13.2 then the bug doesn't occur.
So good to know that manually updating your emulators from time to time is necessary as well haha

@hrydgard
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It's not actually updating itself at all :)

Closing.

@ghost
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ghost commented Sep 13, 2022

This should be added to v1.4.0 milestones.

OpenGL

v1.13.2
Screenshot_2022-09-13-20-47-18-85

1.13.2-944
Screenshot_2022-09-13-20-47-32-13

@hrydgard
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Well, the main fix was long ago, I just extended it to work with OpenGL ES, I think...

@unknownbrackets unknownbrackets modified the milestones: Future, v1.14.0 Sep 13, 2022
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