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Meta: GSdx top left corner issue #1318

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gregory38 opened this issue Apr 28, 2016 · 109 comments

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@gregory38
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commented Apr 28, 2016

I'm trying to implement a solution to handle properly the top left corner post-processing effect. Let's centralize information here.

Game impacted (from the top of my head, likely more).

  • MGS 2
  • Prince of Persia
  • Urban Chaos
  • killzone
  • destroy all humans
  • Star wars battle front 1
  • star war battle front 2
  • horsez
  • JamesBondEverythingOrNothing
  • DeathByDegreesTekkenNinaWilliams
  • Catwoman
  • Mercenaries (unfortunately suffer of half screen bug)
  • Summoner
  • Stolen
  • Hitman: Contracts
  • Midnight Club 2 #2708

Better but still broken

  • MGS3 (codec might suffer from another tc issue)
  • GSC_TouristTrophy (better but still has a couple of issue)
  • kung fu panda (remain plenty of other effects)

Broken due to bad detection of the effect

  • GSC_Manhunt2 => (will need dedicated CRC shader) #2758
  • Tekken5 => dedicated shader must be good now
  • Ridge Racer V #1327
  • Ratchet & Clank #914
  • Ghost in the shell #1327
  • GT4 (better but still has a couple of issue) #1313
  • Steambot Chronicles #2722
  • TalesOfAbyss => dedicated shader must be good now

Need test:

  • GSC_BlackHawkDown (night filter)
  • GSC_ZettaiZetsumeiToshi2
  • tales of legendia
@refractionpcsx2

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commented Apr 28, 2016

having a scan through my games to see if i can find any others that do it.

Destroy All Humans - it's not overly noticable (due to the shadow mess on the screen)but its there.
Hitman Blood Money - Seems to have 2 levels of it? one shows more than the other (wrong colour though)

Edit: Totally O/T but you've nearly fixed Driver 3's graphics! The text is still a bit broken but it's readable and most of the texture flicker is gone, you just get the odd little bit now.

@gregory38

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commented Apr 28, 2016

I have a dump of this game, but I don't see it. Maybe not the good scene. However there are various postprocessing effect.

@refractionpcsx2

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commented Apr 28, 2016

ill try and get another one if you'd like, it even does it on the menu, but im not totally sure it's right.

I'm updating that post as i find games btw

@gregory38

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commented Apr 28, 2016

Ok. So far I have enough gs dump to implement somethings

@FlatOutPS2

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commented Apr 28, 2016

Stuntman also crashes with a RAM spike with OpenGL(this happens more often now than on 1.4.0).

@gregory38

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commented Apr 28, 2016

Ok. I'm nearly sure it is a variation of a similar effect. Currently my detection is based on FrameBuffer address == Texture address.
However Prince Of Persia. Copy the Framebuffer to another place. So my detection is dull. (and move is badly emulated in texture cache).
However detection work nicely for MGS and killzone.

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commented Apr 28, 2016

That's progress :)

@refractionpcsx2

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commented Apr 28, 2016

OK finished going through my DVD ISO's, there wasn't really many that weren't already mentioned that I could find. There might be more but I'm totally not going through all my discs ;)

@gregory38

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commented Apr 28, 2016

Ok. Let's me first try to correct MGS/KillZone. For PoP, I need to find a way to detect the mess. Or maybe we could rely on crc/option.

@refractionpcsx2

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commented Apr 28, 2016

For PoP, I need to find a way to detect the mess. Or maybe we could rely on crc/option.

That all depends how often that effect is used and what drain on performance it is. If this is the only game to use it, or there is a huge performance drop, then yeh, option it (so people have an option)

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commented Apr 28, 2016

Without CRC ;)

sub_rt

The trick is to properly detect the effect. My current implementation replace current draw call by an alternate draw call. Option or CRC will help to avoid side effect. Anyway, I need to find a way to correct the move first.

@gregory38

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commented Apr 28, 2016

@ssakash you need to check several open issues.

At all
I pushed my implementation on master. Time to give it a shot.

@refractionpcsx2

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commented Apr 28, 2016

Good job! ill give it a go :)

@refractionpcsx2

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commented Apr 28, 2016

Rachet & Clank - Don't think it ever had this issue, that has mipmapping problems.
MGS 3 - Yay looks much better now! :)
Prince of Persia - Screen is completely blue
GT4 - Still has the weird colours when transitioning between scenes (it was blue this time)
Urban Chaos - screen is completely pink tinted but now the box in the top left IS the correct colours and no longer wrong, nor is it sliced!
Killzone - has a half screen cut off now. bottom half being darker but you can see the game.
Destroy All Humans - Still has the box in the top left, it looks like it is used to fade the background when you have a menu open (this is probably why you never saw it)
Hitman Blood Money - Seems to be fixed now! :)

3/6(or 8 if you count possible different issues) fixed! :)
i might give you 3.5, half a mark for Prince of Persia ;)

@FlatOutPS2

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commented Apr 28, 2016

Killzone already had the half screen issue. The infrared view is now fixed.

Splinter Cell: Pandora Tomorrow infrared view is also fixed.

@gregory38

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commented Apr 28, 2016

Try this hack for killzone UserHacks_ColorDepthClearOverlap = 1 If it doesn't work, I think I know the issue. Various game suffers of this half-screen issue.

@FlatOutPS2

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commented Apr 28, 2016

It doesn't work(yes, userhacks was on).

@gregory38

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commented Apr 28, 2016

Thanks for the test, so it is the 2nd bug ;)

GT seem to be a different issue. Urban Chaos effect is halfly detected. It also moves the RT as pop (but differently).

@refractionpcsx2

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commented Apr 28, 2016

Can confirm (checked with depth enabled on OGL as well, just in case) that the colourdepthclear line doesn't affect Killzone, so yeh, its the half screen issue, which is another one of those affects a ton of games bugs :P

@gregory38

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commented Apr 28, 2016

Oh nice, PoP is pink now. You can chose the rendering for boys or girls ;)

@refractionpcsx2

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commented Apr 28, 2016

Oh nice, PoP is pink now. You can chose the rendering for boys or girls ;)

lol xD

@gregory38

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commented Apr 28, 2016

Hum, actually I think it is working for PoP but it fails to handle the old texture shuffle. It is implemented very strangely (it is maybe not a texture shuffle).

@refractionpcsx2

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commented Apr 28, 2016

I'm sure you'll sus it :)

@gregory38

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commented Apr 28, 2016

My god, I don't know what they smoke but it must be very strong!

Here are the step

  • copy the framebuffer 0x0 to 0x2300
  • channel shuffle: move the red channel (0x0) to others channel (0x2300)
  • change brigthness of 0x2300 to 0x0.
  • texture shuffle: move RGBA_RGBA_... (0x0) to RRGB_ARGB_A...(0x2300) (I think, dunno if it wrap at the end)
  • use alpha channel of 0x2300 to render into 0x0
  • channel shuffle: move the blue channel (0x0) to others channel (0x2300)

....

@refractionpcsx2

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commented Apr 28, 2016

blinks...... blinks again...... tries rubbing eyes...... What the hell??? That seems an awfully long way around doing things.

@MrCK1

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commented Jan 28, 2018

Added Hitman: Contracts. Side note, the camera is higher than it's supposed to be in HW mode. That's another good issue to investigate at some point.

gsdx_20180128090644

@ivan89el

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commented Jun 29, 2018

@gregory38 Is there any further correction planned? Less than half.

@MrCK1

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commented Jun 29, 2018

Still.working on various issues, don't expect them all to be fixed soon.

@lightningterror

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commented Nov 26, 2018

Fixing the remaining issues for a 1.6 release milestone seems out of the scope so let's aim for 1.8 instead.

@Souzooka

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commented Dec 16, 2018

Similar to what was mentioned in #2753 Zettai Zetsumei Toshi 2 has this issue with some sort of depth + color effect. This effect occurs on the PAL version, and should also occur on NTSC-U/J versions unless there has been any recent CRC hacks that were applied to those versions only.


@lightningterror

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commented Dec 16, 2018

Yes it does have a crc hack, can you tell me the crc id and serial ?

@lightningterror

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commented Dec 16, 2018

Actually it might be better to upload a gs dump, multiframe preferred.
https://forums.pcsx2.net/Thread-How-to-create-a-proper-GS-dump

@Souzooka

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commented Dec 16, 2018

SLES-54587, A98B5B22.
That said the CRC hack simply skips drawing the effect, and is a bit out of date in general.

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commented Dec 16, 2018

Here are two dumps I made a while back, the first of which has the filter enabled and the second has it forcefully disabled using Cheat Engine.
enabled.zip
disabled.zip

@lightningterror

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commented Dec 16, 2018

Latest build should be better on hw mode.

@Souzooka

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commented Dec 16, 2018

The effect is skipped, but unfortunately a good amount of effects are also skipped (e.g. snow, godrays, cutscene borders, fade transitions) that no longer need to be skipped. I'll make a meta issue about it or poke at the hack when I have the time.

@lightningterror

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commented Dec 16, 2018

Yes the game has plenty of hacks, some of which may not be needed any longer.
Debugging each will be a pita. It will help if you can upload gs dumps for each of the effects when they appear.

@Souzooka

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commented Dec 17, 2018

I've attached an archive with a few dumps for missing effects.
snaps.zip

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commented Apr 26, 2019

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