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GL/Vulkan: Ratchet & Clank Future issues #4258
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Also, use 720 or 1080p change color in menu |
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 |
@isJuhn Could you retest this? |
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 |
A fix for this missing graphics bug is in the works and will be available soon |
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. |
only major issues right now are bloom and low framerates |
some old issues are still present such as failing to load collision |
A lot of issues listed here are already fixed. Any remaining? |
mostly stability, effects, low res and collision |
Try disabling FIFO reordering in the debug menu. |
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 |
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. |
Updated the issue to reflect current status, here's a rrc for half lit up object |
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. |
@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. |
Which graphical issues are still there? |
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. 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. |
There is a huge cache bug I'm working on at the moment that may be related; we'll know in a few days. |
#5436 regressed both the nano bots and the laser from the ship in Ratchet and Clank Future: Tools of Destruction. |
Is it possible to get RSX capture of the missing laser? |
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. |
#7271 fixes the regression where WCB is needed to show graphics. |
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. |
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Voron Asteroid Belt HangToD 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. This seems to have been fixed. |
Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V. |
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: 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. |
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. |
I'm really surprised that the game didn't really run any better with MSAA off and looks substantially worse. |
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. |
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. |
An update on the half-lit objects: |
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? |
try to get off "write color buffers". After severals try to fix it, this one worked. |
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Gonna close this issue now that half lit up objects is fixed by #8398 |
Tested on rpcs3-v0.0.5-6498-7233640c_win64
Graphical issues
Main menu ✔️ solved
RPCS3
![Main menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120378-840bceae-225a-11e8-8d20-6ffaf57c240b.png)
![Main menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37120464-c6ee5c78-225a-11e8-901f-3c3b95bf6c97.png)
PS3
Pause menu ✔️ solved
RPCS3
![Pause menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120498-e1770a4a-225a-11e8-8fa2-14a9fa4bd7f7.png)
![Pause menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37121164-a5ddfc1c-225c-11e8-9528-7e8535f65d58.png)
PS3
Purple/Blue particles ✔️ solved
RPCS3
![Purple/blue particles on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120943-1d2649e2-225c-11e8-8a94-3a0886ff1094.jpg)
![Particles on a real ps3.](https://user-images.githubusercontent.com/26828095/37120959-29e5764e-225c-11e8-8323-7344ec254357.png)
PS3
Quickselect menu ✔️ solved
RPCS3
![Quickselect menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120589-24da9a9a-225b-11e8-818c-9ca61dd3d456.jpg)
![Quickselect menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37120616-3009614e-225b-11e8-9446-717526e4e908.png)
PS3
Green overlay ✔️ solved
RPCS3 Vulkan
![Green overlay on rpcs3 Vulkan.](https://user-images.githubusercontent.com/26828095/37120798-abd4d614-225b-11e8-9fce-118cc97923d3.png)
![Image2](https://user-images.githubusercontent.com/26828095/37120812-b3d27e8e-225b-11e8-9b3f-330e3c33521d.png)
![Green overlay on a real ps3.](https://user-images.githubusercontent.com/26828095/37120825-bbf98dfa-225b-11e8-9ba9-c26b9e9cc9ec.png)
RPCS3 OGL
PS3
Ingame log
Renderdocs
Other issues
(Will add logs and screenshots for these as I encounter them again)
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