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Knights of the Temple: Infernal Crusade - HW Rederers - broken shaders/colors/textures #2279
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Hmm, I was about to say that it looks like the same issue COD2 has, but it's only in DX11. It possibly requires the full mipmapping implementation and the rest of the layers are bad. The shader issues are probably more channel shuffle junk. A blockdump would help, so I could get a better idea of what's going on. |
Enabling Frame Buffer Conversion hack shows this game has a top-left corner bug (and missing shader handling either corner case of 8-bit or it uses 4-bit textures). |
@MarcoEstevez Try Preload Frame Data - it works on the dump, but I doubt it will work in-game. |
Preload Frame Data solves almost any bug shown in a GSdump. Ignore it, it's fake news. |
I'll give a try anyway when I reach home. |
Thanks for confirming. It's not surprising it did nothing as the game has the other issues I mentioned and preload frame data will not produce a real result in a gsdump. |
Nop I should thanks to all you guys, for making such an amazing pieze of software, As I said, software mode works like a charm and I'm that kind of guy who prefers original graphics. I just reported it cause I did not see it on the wiki, and it might help to reveal some bugs or defects on harware implementation that could affect others games too. |
@gregory38 I'm not sure there's really much we can do about it now, but b78c772 broke colors as shown above. This is what the game looked like in OGL HW before that commit: |
I actually just tested this game myself recently using the buildbot build - pcsx2-v1.5.0-dev-2445-g4ebfceffd-windows-x86 which was the latest available at the time. I experienced similar issues with the graphics of the menu and the in-game textures being a garbled mess as well as there being and issue with the shadows and lighting. I was using Directx11 Hardware and found that setting the Texture Filtering to "Bilinear (PS2)" along with enabling the Hardware Hack "Frame Buffer Conversion" the garbled graphics of the menu screen and in-game were fixed. Unfortunately, there is still the lighting / shadow issue which I wasn't able to find a fix for. Much like in all the above screenshots (aside from the software one of course) I still ended up with a character model that looks like he's in a dark room and an environment that looks like its being brightly lit from all possible angles. I noticed that whenever I'd do anything that would require the graphics plugin to reset momentarily, like changing a graphical option of any kind, the moment it starts up again the game would quickly flash 1 frame of the environment lighting / shadows looking perfect, but then it would be gone. It seems like its actually there and working its just not layered right or something. I had briefly tried checking the Directx9 Hardware with the same options as mentioned above and the lighting / shadows looked correct, like they do in software mode. The speed however is abysmal so, at least for me, Directx9 wasn't really an option. Hope some of this information is of use in eventually finding a full blown solution to this games issues. |
Direct3D11 and OpenGL look identical now. |
PCSX2-windows-Qt-x64-AVX2-sha[cd31f5f] |
#8149 Improves the game a lot |
PCSX2 version:
PCSX2 1.5.0-20180114024700 - compiled on Jan 14 2018
Plugins used:
GS: GSdx32-AVX2.dll [GSdx 20180114024700 (MSVC 19.00 AVX2/AVX2) 1.1.0]
Used default settings, no hacks
Description of the issue:
Note the issue is pressent on all HW rederers, SW shows accurate graphics.
Any HW backend has severe graphical gliches, as far as I know and a did test, its not a regresion. same behaviour happen on all versions I did tested.
How to reproduce the issue:
Problem appears during gameplay, cutscenes works fine on all backends.
Here you can see different rederers images for comparison
SW:
HW: D3D11
HW: OGL
GSDump:
https://drive.google.com/file/d/1B7GZUor8tPVpElyXv4nRDNkyKyxAexoD/view?usp=sharing
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