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Midnight Club 3: Vulkan build 707 sky lagging #10087

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Blacob777 opened this Issue Nov 11, 2017 · 15 comments

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Blacob777 commented Nov 11, 2017

screenshot_2017-11-11-21-35-44-001_org ppsspp ppsspp
screenshot_2017-11-11-21-35-18-560_org ppsspp ppsspp

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Blacob777 Nov 11, 2017

Android, build 688 vulkan works fine

Blacob777 commented Nov 11, 2017

Android, build 688 vulkan works fine

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Blacob777 Nov 11, 2017

And please fix map)

Blacob777 commented Nov 11, 2017

And please fix map)

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hrydgard Nov 11, 2017

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Looks like some depth buffer conflict, probably related to #10086 , maybe we're missing some small detail.

What game is that by the way?

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hrydgard commented Nov 11, 2017

Looks like some depth buffer conflict, probably related to #10086 , maybe we're missing some small detail.

What game is that by the way?

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Blacob777 Nov 11, 2017

Midnight club 3

Blacob777 commented Nov 11, 2017

Midnight club 3

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hrydgard Nov 11, 2017

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And what phone or device (most importantly, which GPU does it have?)

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hrydgard commented Nov 11, 2017

And what phone or device (most importantly, which GPU does it have?)

@hrydgard hrydgard added the Vulkan label Nov 11, 2017

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Blacob777 Nov 12, 2017

xiaomi mi5s plus
snap 821
adreno 530

Blacob777 commented Nov 12, 2017

xiaomi mi5s plus
snap 821
adreno 530

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marosis Nov 14, 2017

Map Is ok. You must have off-Disable stencil test or something like that

marosis commented Nov 14, 2017

Map Is ok. You must have off-Disable stencil test or something like that

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Blacob777 Nov 15, 2017

Default settings vulkan, map broken
screenshot_2017-11-15-18-11-49-056_org ppsspp ppsspp

Blacob777 commented Nov 15, 2017

Default settings vulkan, map broken
screenshot_2017-11-15-18-11-49-056_org ppsspp ppsspp

@Blacob777 Blacob777 closed this Nov 15, 2017

@Blacob777 Blacob777 reopened this Nov 15, 2017

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Blacob777 Nov 15, 2017

the sky continues to lag...

Blacob777 commented Nov 15, 2017

the sky continues to lag...

@hrydgard hrydgard changed the title from Vulkan build 707 sky lagging to Midnight Club 3: Vulkan build 707 sky lagging Nov 21, 2017

@hrydgard hrydgard added this to the v1.5.0 milestone Nov 21, 2017

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hrydgard Nov 21, 2017

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I think this is a side effect of turning on GPU_SUPPORTS_ACCURATE_DEPTH for Vulkan, likely related to #9545 . Not sure whether to blacklist or try to somehow fix it...

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hrydgard commented Nov 21, 2017

I think this is a side effect of turning on GPU_SUPPORTS_ACCURATE_DEPTH for Vulkan, likely related to #9545 . Not sure whether to blacklist or try to somehow fix it...

hrydgard added a commit that referenced this issue Nov 21, 2017

@hrydgard hrydgard modified the milestones: v1.5.0, v1.6.0 Nov 21, 2017

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Blacob777 Nov 21, 2017

Build 843 sky fixed, thanks guys) pls fix map too)

Blacob777 commented Nov 21, 2017

Build 843 sky fixed, thanks guys) pls fix map too)

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hrydgard Nov 21, 2017

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Yeah, OK, the map doesn't look very good. Should be cut off into a circle shape I guess but isn't, looks like a typical stencil issue or similar.

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hrydgard commented Nov 21, 2017

Yeah, OK, the map doesn't look very good. Should be cut off into a circle shape I guess but isn't, looks like a typical stencil issue or similar.

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unknownbrackets Dec 5, 2017

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What's the actual depth viewport and minz/maxz values used to draw the sky? What's the clipping flag value?

It seems like this isn't the same issue as a crazy viewport range not being clipped properly (which by the way, doesn't work properly in non-accurate depth either, and I think we could relatively easily make it as bad as OpenGL there.) So it'd be good to understand what this issue is to figure out how to improve the depth handling.

-[Unknown]

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unknownbrackets commented Dec 5, 2017

What's the actual depth viewport and minz/maxz values used to draw the sky? What's the clipping flag value?

It seems like this isn't the same issue as a crazy viewport range not being clipped properly (which by the way, doesn't work properly in non-accurate depth either, and I think we could relatively easily make it as bad as OpenGL there.) So it'd be good to understand what this issue is to figure out how to improve the depth handling.

-[Unknown]

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unknownbrackets Sep 3, 2018

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Could you try exporting a GE debugger dump on PC?

To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity.

After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here.

-[Unknown]

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unknownbrackets commented Sep 3, 2018

Could you try exporting a GE debugger dump on PC?

To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity.

After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here.

-[Unknown]

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hrydgard Oct 6, 2018

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I believe this to be some sort of ARM driver bug. Bumping further investigation to 1.8.0.

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hrydgard commented Oct 6, 2018

I believe this to be some sort of ARM driver bug. Bumping further investigation to 1.8.0.

@hrydgard hrydgard modified the milestones: v1.7.0, v1.8.0 Oct 6, 2018

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