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GL/Vulkan: Ratchet & Clank Future issues #4258

Closed
8 of 9 tasks
isJuhn opened this issue Mar 7, 2018 · 47 comments
Closed
8 of 9 tasks

GL/Vulkan: Ratchet & Clank Future issues #4258

isJuhn opened this issue Mar 7, 2018 · 47 comments
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@isJuhn
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isJuhn commented Mar 7, 2018

Tested on rpcs3-v0.0.5-6498-7233640c_win64

Graphical issues

  • Hud and menu colors are off.
  • Some particles are purple/blue.
  • Some objects are only lit up on one half.
  • Green overlay is too blurry and too green (Vulkan) or just black (OGL).
  • Some things are way too bright.
Main menu ✔️ solved

RPCS3
Main menu on rpcs3 Vulkan and OGL.
PS3
Main menu on a real ps3.

Pause menu ✔️ solved

RPCS3
Pause menu on rpcs3 Vulkan and OGL.
PS3
Pause menu on a real ps3.

Purple/Blue particles ✔️ solved

RPCS3
Purple/blue particles on rpcs3 Vulkan and OGL.
PS3
Particles on a real ps3.

Quickselect menu ✔️ solved

RPCS3
Quickselect menu on rpcs3 Vulkan and OGL.
PS3
Quickselect menu on a real ps3.

Green overlay ✔️ solved

RPCS3 Vulkan
Green overlay on rpcs3 Vulkan.
RPCS3 OGL
Image2
PS3
Green overlay on a real ps3.

Ingame log
Renderdocs

Other issues

  • Collisions are either fully working or almost fully broken (Instantly fall through the ground).
  • Some particles have some crazy velocity calculations going on (things like sparks).
  • Game can sometimes hang when you die and respawn.
  • Game can sometimes hang when not in-game (menu, cutscene)

(Will add logs and screenshots for these as I encounter them again)

@Zangetsu38
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Zangetsu38 commented Mar 8, 2018

@Xcedf
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Xcedf commented Mar 12, 2018

First two screens about menu colors this actually a regression i've investigated this problem before
will tell which revision caused this later, but here's the screen from some old version
4

@isJuhn
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isJuhn commented Mar 15, 2018

welp this game has broke with latest kd fixes. Ingame with Write color buffers:
rpcs3_2018-03-15_23-59-00
OGL

rpcs3_2018-03-15_23-43-18
Vulkan

@Xcedf
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Xcedf commented Mar 18, 2018

Another issue here, of all R&C games i have R&C Quest for Booty has enormous initialization time, for me it takes about a minute before smth happens in console and render window shows up, and in that minute it look like emu frozen and stopped working
started with aea0947, before it game initialized momentarily

@Xcedf
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Xcedf commented May 3, 2018

Made a hacked build to be albe to test this Ratchet & Clank Tools of Deastruction Demo requires WCB for normal colors Ratchet & Clank Quest for Booty after latest master changes has normal colors even without it. The menu colors are also mostly fixed now except it becomes blue for a short time and then again normal
3
4

@Xcedf
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Xcedf commented May 4, 2018

No longer fall through the ground in the beginning
5

@isJuhn isJuhn changed the title GL/Vulkan: Ratchet & Clank Future issues GL/Vulkan: Ratchet & Clank Future (old engine) issues Jun 27, 2018
@MarioSonic2987
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@isJuhn Could you retest this?

@isJuhn
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isJuhn commented Sep 17, 2018

Main menu colors are fixed and probably the other color issues too, but I can't confirm those as the game still does not render ingame graphics since 56c51ea

@kd-11
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kd-11 commented Sep 18, 2018

A fix for this missing graphics bug is in the works and will be available soon

@kd-11 kd-11 self-assigned this Sep 18, 2018
@kd-11 kd-11 mentioned this issue Sep 18, 2018
@stride21
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stride21 commented Sep 22, 2018

Purple particles in Ratchet and Clank Future: Tools of Destruction are fixed with #5115. Maybe that PR will fix the issue in Quest for Booty too.

@HexyFify
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only major issues right now are bloom and low framerates

@HexyFify
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some old issues are still present such as failing to load collision

@kd-11
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kd-11 commented Mar 19, 2019

A lot of issues listed here are already fixed. Any remaining?

@Hopefullyidontgetbanned

A lot of issues listed here are already fixed. Any remaining?

mostly stability, effects, low res and collision

@kd-11
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kd-11 commented Apr 11, 2019

Try disabling FIFO reordering in the debug menu.

@SpeddieSwagetti
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SpeddieSwagetti commented Apr 11, 2019

Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.

@Hopefullyidontgetbanned

Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.

well ratchet and clank acit is a new engine game

@SpeddieSwagetti
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Ratchet and Clank ACiT is still a modified version of the engine used in Tools of Destruction and Quest for Booty. Every game after uses the newer engine.

@isJuhn
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isJuhn commented May 10, 2019

Updated the issue to reflect current status, here's a rrc for half lit up object
rrc

@isJuhn isJuhn changed the title GL/Vulkan: Ratchet & Clank Future (old engine) issues GL/Vulkan: Ratchet & Clank Future issues May 10, 2019
@kd-11
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kd-11 commented Jul 5, 2019

I take it most of the issues are fixed and we're left with shading problems. I have a way to avoid the performance hit of WCB in such games but it may take some time before I implement it.

@SpeddieSwagetti
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@kd-11 The collision is still broken upon loading levels and random crashing is still present in all SPU and PPU decoders and accuracy settings.

@kd-11
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kd-11 commented Jul 12, 2019

Which graphical issues are still there?

@isJuhn
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isJuhn commented Jul 12, 2019

Half lit up boxes are still there, there's a semi-recent regression in a graphical effect used by the laser on tachyon's ship on the first level in ToD as can be seen in this video (Thanks low for testing). Sparks flying everywhere is also there.

This issue was mostly about the first future engine, but since there's been some ACiT stuff added I guess we're going with it.
In ACiT I still get the thing in vulkan where the more of some effect is used, the slower the game starts to run, I've talked to kd before about it and even did a performance profiler test with MSVC. That issue is still there. There's also a whole host of issues with the ACiT Krell Canyon demo last I tested it, more than the full game in fact so that might be worth checking out.

I don't have the ability to test stuff right now so mslow is my proxy tester, otherwise I would have provided captures and stuff for the ACiT demo.

@kd-11
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kd-11 commented Jul 12, 2019

There is a huge cache bug I'm working on at the moment that may be related; we'll know in a few days.

@stride21
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#5436 regressed both the nano bots and the laser from the ship in Ratchet and Clank Future: Tools of Destruction.

Before:
ray
After:
after laser
Before:
before box
After:
after b

@kd-11
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kd-11 commented Oct 2, 2019

Is it possible to get RSX capture of the missing laser?

@stride21
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stride21 commented Oct 2, 2019

@kd-11 RSX Capture

@kd-11
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kd-11 commented Nov 8, 2019

Fix for the broken laser committed, please update the issue ticket. Even better, also post a comment with only the remaining graphics issues since the description contains other bugs from other parts of the emulator.

@isJuhn
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isJuhn commented Jan 12, 2020

Some objects being only half lit up still occurs
image

There's also seems to be some problems with MSAA. When set to auto it degrades the quality of edges in a weird way.
MSAA disabled:
rpcs3 9366_2020-01-12_05-38-21
MSAA auto:
rpcs3 9366_2020-01-12_05-39-46
if you zoom in at the buildings, MSAA disabled:
image
enabled:
image

@kd-11
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kd-11 commented Jan 17, 2020

#7271 fixes the regression where WCB is needed to show graphics.

@JohnHolmesII
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I've discovered the half lighting bug in a completely different game, Mass Effect 2. I'm not sure whether to open another issue, but I thought I'd mention it here. It is also visible in the first game, as seen in #6990. This is good since these are PC games, so it may be easy to figure out what is the cause of the half lighting bug for all the games.

@Cervoxx

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@Cervoxx

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@Cervoxx
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Cervoxx commented Mar 1, 2020

@isJuhn, #7565 fixes the Collision issue. Mark it as solved.

@Cervoxx
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Cervoxx commented Mar 27, 2020

@isJuhn, #7820 fixes "Some particles have some crazy velocity calculations going on (things like sparks)." Please mark as resolved.

@SonofUgly
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SonofUgly commented Mar 28, 2020

Voron Asteroid Belt Hang

ToD hangs when loading the Voron Asteroid Belt level. Tested it on NPUA80965 with various options (interpreters, force cpu blit, wcb, accurate xfloat/getllar/putlluc, etc.) and on older builds, but no dice. Others on the forums also reported this issue with BCES00052.
RPCS3.log.gz
Save file.zip

This seems to have been fixed.

@UltimateKamaro
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UltimateKamaro commented Apr 22, 2020

Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.

RPCS3.log.gz

@AluminumHaste
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I noticed in the logs that I have this message:

E RSX: Your GPU does not support alpha-to-one for multisampling. Graphics may be inaccurate when MSAA is enabled.

When I have AA enabled, my screen looks like this:

https://i.imgur.com/ClFlxhJ.jpg

When I disable AA, the game looks normal.

Seems that Alpha-to-one has been broken on AMD drivers since forever:
https://community.khronos.org/t/amd-radeon-hd-5770-gl-sample-alpha-to-one/64408
https://community.amd.com/thread/170229

Same guy also posted here with no response from AMD: http://graphics1026.rssing.com/chan-12292945/all_p32.html

I am so sick of AMD's shit, I'm going back to Nvidia for my next graphics card.

@kd-11
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kd-11 commented May 16, 2020

Intel would be your best bet for rpcs3 MSAA compatibility unfortunately because NVIDIA refuses to implement stencil export in shaders which means for some scenes AMD is 5-10x faster with MSAA enabled (e.g GT HD concept menus). All vendors are insufficient in some way.

@AluminumHaste
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I'm really surprised that the game didn't really run any better with MSAA off and looks substantially worse.
Is there a way to force MSAA in the AMD control panel? I set it to override in game settings and set it to 4x MSAA, but nothing happened.

@kd-11
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kd-11 commented May 17, 2020

Modern rendering techniques like deferred rendering don't mesh well with forced MSAA and puts a lot of stress on the driver to get it working. You have to basically redo all the shaders with MSAA-compatible versions and make sure sampling works correctly so I'm not surprised nothing happens for some games.

@AluminumHaste
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What's changed though? A year ago, I was able to have MSAA on and as far as I can tell, alpha to one has been broken in AMD drivers for almost 10 years now.

@kd-11
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kd-11 commented May 18, 2020

An update on the half-lit objects:
I was only able to identify one half-lit model in the game Tools of Destruction which is the crate. The objects aren't really half-lit, they're set up to mirror after drawing half the face (only one half of each face is actually stored). Vertex attribute decoding may be the culprit, but could also be a red herring. An investigation into the compressed vertex format used shows rpcs3 is decoding values very close to ps3 counterpart, so the issue may be coming from elsewhere such as textures.

@RayyanHayabusa
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Hi everyone. I have the latest build of RPCS3 and trying to run TOD. It seems to crash after about 10 minutes of gameplay. Sometimes it crashes straight away. Any fixes for this?

@Softerio1
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Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.

RPCS3.log.gz

try to get off "write color buffers". After severals try to fix it, this one worked.

@jeremybris
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jeremybris commented Jun 11, 2020

@isJuhn
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isJuhn commented Jun 12, 2020

Gonna close this issue now that half lit up objects is fixed by #8398
This Issue has grown old and ugly so it's time to put it down. Any remaining problems with the old engine games will need a new issue.

@isJuhn isJuhn closed this as completed Jun 12, 2020
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