Join GitHub today
GitHub is home to over 28 million developers working together to host and review code, manage projects, and build software together.Sign up
Midnight Club 3: Vulkan build 707 sky lagging #10087
changed the title from
Vulkan build 707 sky lagging
Midnight Club 3: Vulkan build 707 sky lagging
Nov 21, 2017
added a commit
Nov 21, 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.
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.