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rsx: Implement accurate ZCULL stats #10823
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I'm a tad bit annoyed that this doesn't adhere to the usual logic, but I guess there's some weird logic seperating the 2 values internally?
Fixes: #7429. Fixes flickering graphics in Brutal Legend. |
A quick note tangentially related: I know the layout on the GPU section is now a little weird. Initially I had the ZCULL group aligned left , under anisotropic filter with a spacer under MSAA option, but this only works on linux or when using YoRHa on windows. The default style on windows caused the text to be truncated due to the shrinking of the dialog so I gave up and just stretched it to fill the row. While it bothers me visually I was just drained at that point, but maybe someone else may have ideas how to solve that. |
lgtm on the gui side (avoiding any visual judgement) |
kd-11 are you (or anyone else) able to explain how ZCULL was responsible for the excessive bloom for The Darkness and The Cave? I find stuff like your explanation of how God Mode and Golden Eye uses ZCULL interesting. |
@Nicholas-Steel |
Adds accurate ZCULL stat counting from the GPU to simulate what RSX would return to games in the same situation. This solves a lot of problems in many games that rely on accurate counters. This option does not cost much performance on mainstream GPUs (1-2fps on average) so it has been made the default. An easy ZCULL operation mode selection has been added to GPU settings tab to complement this.
Fixes #8574
Fixes #8122
Fixes #8966
Fixes #7429
Fixes other bugs without linked tickets such as sun flare in Demon's souls and Dark souls, Sega All-Stars racing, etc, etc