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S2DEX: all issues listed here please! #1898
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What is the best way for me to know what is caused from s2dex and what isn’t? |
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use Ricevideo debug plugin and see which ucode is used. At least you know which games uses which ucode. |
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I noticed that Pokémon puzzle has issues in most BGs was unsure if it was related |
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Rice debug. ? Info on how to use it please. |
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download and use it |
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also worms and kirby have issues with upscaling. Nintama Randou logo is sligthy wrapped. |
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Kirby also has the issue where the screen bounces up and down in full screen mode. |
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#1695 and Bomberman are fixed with 2D_fixes branch. |
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@gizmo98 yes but in native :) |
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Yep. Kirby only in native. Just a question. Should native be forced in Gliden64.custom.cfg as long there is no better fix? |
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sergey to decide but I would say no. |
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Really need to fix scaling. I don’t see a purpose to hle plugin if you have to run at lowered resolutions |
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@theboy181 |
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What do we think the issue is? Is it some sort of non interger upscaling? |
I think, no. The issue not so severe to force user play in low-res. |
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I reported that there seems to be some sort of extra pixels pushed to the screen when hle is getting used. This might be the reason we see so many scaling issues. Refer to al and al+. @barracuda has issues with this too. OpenGL issue perhaps? |
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most likely due to scissor not applied |
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Anyway that can be tested? |
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It will at one point in time |
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Barracuda was mentioning that the math for output needs to account for the tool bars and everything. Would it not be a good idea to look at how al handles the windowed resolution? |
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Hey, I have made a list of microcodes and linked them on Discord. This should help when looking for regressions, and what games might share the same microcode. |
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Here is the s2dex list compiled from the doc above -- |
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New test build from 2D_fixes branch: Important note: the goal of fixes in 2D_fixes branch is to remove HLE-specific issues. If some graphics glitch presents in LLE mode, it most likely will remain until deeper repairing. |
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I don't see texture seams and lines in Hamster Monogatari 64 (J) if nativeRes=1. I have not tested any other setting. |
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Good to hear. I have not had anytime since I got back home to look. But I’m excited |
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Is there a difference with angrylion? I canot see any. |
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Ok. Actual formula for smoothstep is simpler: |
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Ok. Smoothstep from gl4 looks the same: Iquilezles version is "smootherstep" -> http://sol.gfxile.net/interpolation/ |
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Sergey do you think this is ready to be used? I could tidy everything and open a PR. Two extra notes about my current code.
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Stefan, it is almost ready:
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Serious argument, thanks! |
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@CallistoNTG |
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@gonetz |
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May be, may be. I'm not sure that uAlphaCompareMode will be enabled for all cases we are trying to solve, but I can't find a counter-example. Ok, let's use that fix for bilinear only if uAlphaCompareMode = 1. |
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I'm not registered on this forum. Please copy there. |
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@theboy181 was referring to this. |
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N64 has similar mechanism for Microtexture - detail textures for mip-mapping. |
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@CallistoNTG |
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@gizmo98 At the very least, this current version seems to fix SOME issues with no side effect as far as I can tell. So that's good. |
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@gizmo98 you may use forceBlend flag as well. That is uEnableAlphaTest = 1 or uAlphaCompareMode = 1 or gDP.otherMode.forceBlender != 0. Currently gDP.otherMode.forceBlender is not passed as separate uniform. It as passed either as uForceBlendCycle1 for 1Cycle mode or as uForceBlendCycle2 for 2Cycle mode. You may add another uniform, uForceBlend, pass gDP.otherMode.forceBlender to it and check it in filtering shader. May be it will help to increase number of cases where filtering fix is applicable. |
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I added a cvgXAlpha check because all TEX_EDGE render modes use it. Mario Kart trees looks better now. I have not seen a regression till now (filtertest5). I will check forceBlender. |
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Pictures please. Can’t test and I’m very interested in the results. :) |
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@theboy181 |
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This looks GREAT! .. Are there any regressions? |
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@theboy181 I have not seen regressions till now. |
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Looking good.. whats next? |
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I think if Sergey thinks this could be a way to go we should test this thorough. If everything is ok it can be merged then. I also tested forceBlender but i had issues with translucent elements in body harvest. Premultiplied alpha makes everything black if alpha = 0. |
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Any talk about fixing the texture aliment issues? This thread has vastly improved GLideN64. Just need to focus on the other issues that cause the textures to get cutoff now. :) |
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@gizmo98 , please make a PR with your fixes. It should contain a few clean commits. I'll push it to a branch, so test builds can be taken from AppVeyor autobuild. We will wait for feedback and eventually merge the changes to master, may be as optional feature. I need to get feedback about performance impact on mobile devices. |
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current patreon version for S2DEX new issue in Ready Rumble 2 |
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Close this ticket because of many off-topic messages. Continue in #1971 |











































#1896
#1897
#1870
#1869
#1695
#1619
#936
#1518
#315 (is it ucode issue though?)
#329
#133
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