Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Silent Hill 2 missing polygons in software mode #2709

Closed
LordArchantos opened this issue Nov 24, 2018 · 7 comments
Closed

Silent Hill 2 missing polygons in software mode #2709

LordArchantos opened this issue Nov 24, 2018 · 7 comments

Comments

@LordArchantos
Copy link

LordArchantos commented Nov 24, 2018

PCSX2 version:
v1.5.0-dev-2673-g15733ed8c

PCSX2 options:
Tried with defaults as well as every possible round / clamp mode combinations, with and without speedhacks, attempted all gamefixes one at a time as well.

Plugins used:
GSdx, each renderer. Issue exists with each in software mode, but not in hardware.

Description of the issue:
Some polygons in some places are missing. Right in the beginning, visible also in the beginning cutscene on the left side of the screen, there is a urinal with polygons missing in software mode. Maybe related to a similar issue in Silent Hill 3 ( #1562 (comment) )?

image

How to reproduce the issue:
Start a new game and watch the beginning cutscene (after the initial FMV) in software mode, keeping an eye on the left side of the screen. Issue is also visible right after the cutscene ends by walking straight left to the next screen; the urinal is on the left side of the screen close to the camera, and in software mode you can only see thin "lines" of the edges of the urinal.

PC specifications:
CPU: Intel i5-7600K GPU: MSI GTX 1060 3GB OS: Windows 10 64 Bit

@MrCK1
Copy link
Member

MrCK1 commented Nov 24, 2018

This is already patched out I believe, can you post the emulog please.

@LordArchantos
Copy link
Author

Here ya go.
emuLog.txt

@lightningterror
Copy link
Contributor

Hmm hardware mode is fine but on debug mode I'm triggering

ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo

I wonder if it's related.

@MrCK1
Copy link
Member

MrCK1 commented Nov 29, 2018

Alot of games trigger that, it might just be normal.

@gregory38
Copy link
Contributor

No it isn't normal. It means invalid depth for the GS.

It could explain the SW renderer issue. SW really emulate the GS memory. So if you have a 16 bits depth, you can't use/write value bigger than 0xFFFF. HW renderer is backed with a float depth buffer, so you could write any value.

Depth issue might drop some polygons

@Krusher97
Copy link

https://gfycat.com/NippyInformalAcaciarat

Video of the issue

@lightningterror
Copy link
Contributor

Fixed in #3433

@lightningterror lightningterror added this to the Release 1.8 milestone Jun 6, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants