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GL/Vulkan: The Walking Dead: Michonne #2190
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Or poorly supported vertex attribute format. The problem seems to be the passed texture coordinates to me. They're too closely clustered to make any sense. Even from the texture viewer its obvious something is very wrong: The texture coordinates for all vertices is the same. (Title screen) |
another title that differs. Can you check if builds from say, 3 weeks ago worked? Before I touched the texture settings on vulkan. Might be a regression (on vulkan) |
TTY: OpenGL/ Vulkan/DX12
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Thats not the problem with this one. Filtering FP32 textures was not supported back in the SM 3 days. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.340 Should fix most of these problems. From youtube videos however, it seems we still have a transform issue with this title, but atleast graphics should work now. P.S Dont try to attach renderdoc to that build. It uses persistent mapped buffers which are very unfrendly to tracing. You'll get something like 1 frame every 10 seconds with it which is why I'm working on a debug option to disable buffer optimization. |
Try https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.341 since the previous build has crashed appveyor |
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My opengl actually resembles your vulkan, so I'm unsure if this is an nvidia driver bug. |
Enable debug output with opengl and check to see if we are violating an alignment check. |
OpenGL with enable debug output not show anything |
Send me a trace of your opengl. If it looks fine on my system, the NV driver is doing something wrong. |
Use this build: https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.343 It removes the persistent buffers for testing. |
@kd-11 |
The trace plays back fine on my graphics card which means NV driver is broken. Will need confirmation from other Nvidia and AMD users. Working around lack of EXT_texture_snorm support would be a nightmare. Its possible Nvidia does not support access of type RG16_SNORM with texelFetch or it may just be a bug worth reporting. |
Looking at the 4.3 spec https://www.opengl.org/registry/doc/glspec43.core.20120806.pdf page 206, Nvidia does not have to implement signed normalized textures in order to claim compatibility. I guess they didnt (and likely wont) add this in. I could emulate signed normalized access however either in the shader or software side using float arrays. |
[Driver 372.90] |
Nvidia does not support signed normalized textures in their buffers. It might be a hardware limitation. I've been working on a solution to emulate this in the vertex shader. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.345 Adds support for vertex attribute emulation and enables any backend to do this without much hassle. Also adds an option in the graphics tab to disable persistent mapped buffers and use slower legacy buffers which allow debugging using tracing tools such as renderdoc |
That build has reduced buffer size to help with debug. Let me upload one with a larger heap size. That one is using a 10MB buffer which is way too small as I needed to test collision behaviour. |
https://ci.appveyor.com/project/kd-11/rpcs3/build/1.0.346 has much better buffer sizes improving performance and eliminating flicker. There's a bug with the legacy buffers implementation that can cause crashing that I need to work out before I can submit that work. |
#2206 fixes this issue |
@kd-11 |
could you add opengl images as well? It should be better and the differences with vulkan will give clues. |
Can you test with latest build? |
With #2482, some glitches are "fixed". @SakataGintokiYT, reopen this issue, please. |
If this is a regression, please do some regression testing |
@kd-11 |
I mean which commit introduces that bug? Is it with all backends? |
@kd-11 *required modules:
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ok. so its a sync bug |
I tried with the build from this PR #2482 and was unable to reproduce. Confirm it works for your driver setup as well. |
@kd-11
@raven02
RenderDoc [OGL]
Title screen
Menu
In Game
Shaderlog-OGL
Shaderlog-VK
LLE:
DX12 / crash at the title screen
[video]: https://www.youtube.com/watch?v=P2njcB_L92k
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