Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Phantasy Star Portable 2 Floor Clipping #11576

Closed
Peduls opened this issue Nov 22, 2018 · 21 comments
Closed

Phantasy Star Portable 2 Floor Clipping #11576

Peduls opened this issue Nov 22, 2018 · 21 comments
Labels
Guardband / Range Culling Involves vertices outside fustrum.

Comments

@Peduls
Copy link

Peduls commented Nov 22, 2018

v1 6 3
v1 7

What happens?

The floor textures flicker/become invisible when nearing the edge of the screen.

What should happen?

The floor should appear solid near the edge of the screen. I first noticed the issue in v1.7 and is not present in v1.6.3 I'm trying to narrow down which version it is first observed in.

What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.

Operating System
Windows 10 Enterprise 2016 LTSB 64-bit
CPU
Intel Core i7 4790K @ 4.00GHz
Haswell 22nm Technology
RAM
16.0GB Dual-Channel DDR3 @ 799MHz (11-11-11-28)
Motherboard
ASUSTeK COMPUTER INC. Z97-A (SOCKET 1150)
Graphics
Acer S231HL (1920x1080@60Hz)
R240HY (1920x1080@60Hz)
4095MB NVIDIA GeForce GTX 1070 (EVGA)
Storage
465GB Samsung SSD 850 EVO 500GB (SSD)
2794GB TOSHIBA HDWD130 (SATA)
Optical Drives
ASUS DRW-24B1ST j
Audio
High Definition Audio Device

@hrydgard
Copy link
Owner

This would likely be another case of the remaining clipping problem with vertex range culling... We've seen a couple of those (but can't find the latest issue about it, @unknownbrackets can you?)

@hrydgard hrydgard added this to the v1.8.0 milestone Nov 22, 2018
@hrydgard hrydgard changed the title Phantasy Star Portable 2 Floor Textures Phantasy Star Portable 2 Floor Clipping Nov 22, 2018
@Leopard20
Copy link
Contributor

Um, this? #11551

@unknownbrackets
Copy link
Collaborator

It could also be the depth hacks this game has, though. I think they are not even needed using "accurate depth".

Is this new?

-[Unknown]

@Abbanon
Copy link
Contributor

Abbanon commented Nov 26, 2018

@Peduls Is this issue fixed in 1.7.1 build 204-gd08a2eed6?

EDIT: Nevermind. Testing myself, the issue still exists after the culling change build.

FURTHER EDIT: Proven to not be due to the viewport/depth hack implemented specifically for the game.
Possibly a culling issue similar to reports like #11593 (now fixed) and #11601 (same issue as here)

GE Dump:
ULUS10529_0001.zip

Screenshot for reference:

ulus10529_00001

@Peduls
Copy link
Author

Peduls commented Nov 26, 2018

Yeah, the problem not only still exists, but is now making an appearance in other games as well such as Monster Hunter Portable 3rd HD.
ulus10529_00000
npjb40001_00001

@unknownbrackets
Copy link
Collaborator

Just to clear things up: this is related to "range culling" and #11551. It has nothing to do with #11593, and definitely wouldn't have been fixed by #11594. Those last two are related to "cull mode flipping", which is unrelated (even though both have "cull" in their name.)

I'm not sure it's useful to have this open separately from #11551. #11601 may be a different story, though.

-[Unknown]

@Peduls
Copy link
Author

Peduls commented Nov 30, 2018

The latest developmental build (v1.7.1-219-gd1cf34cdf) fixed the issue in MHP3rdHD but nothing changed for PSP2 so it seems they're unrelated unfortunately.

@Saramagrean
Copy link
Contributor

Maybe, same problem in MGS:PW? I should seperate issue?

screenshot_20181201-105614

GE dump from Android use latest git build (1.7.1-219)
ULUS10509.ppdmp.zip

@Peduls
Copy link
Author

Peduls commented Dec 1, 2018

ulus01175_00000
Looks fine to me. Probably a different issue that is android specific.

@hrydgard
Copy link
Owner

Any change in the latest builds here or is it still bad?

@Abbanon
Copy link
Contributor

Abbanon commented Feb 11, 2019

The issue still exists in v1.7.5-431-g9736bc431
(as of the moment of this post, newer builds haven't been released for Windows because the Windows builder seems to be bugged - Orphis has been notified by Unknown)
Here's a supplementary GE dump and screenshot:
ULUS10529_0001.zip

ulus10529_00000

@hrydgard
Copy link
Owner

Ah. It's possible that v1.7.5-442 might have fixed or improved it.

@hrydgard
Copy link
Owner

450 is up now, please try that.

@Abbanon
Copy link
Contributor

Abbanon commented Feb 11, 2019

Trying with 452-gdaba63b00 and the issue still persists.
ULUS10529_0001.zip

ulus10529_00001

@hrydgard
Copy link
Owner

Ok, thanks.

@hrydgard
Copy link
Owner

hrydgard commented Feb 26, 2019

I'm not closing this because I'm not yet positive about the relationship between the depth range hack and vertex range culling, but pushing it to 1.9.0. This is "fixed" for 1.8.0 through the above workaround.

@Peduls
Copy link
Author

Peduls commented Nov 9, 2020

Not sure if this is related or not. Could be a different issue but there's this strange triangular artifacting around the edges of certain textures/polygons.
NPJH50332_00000

@hrydgard
Copy link
Owner

hrydgard commented Nov 9, 2020

That's some type of Z fighting (two polygons very close in Z (depth) so they keep hitting almost the same depth values, sometimes one wins, sometimes the other). In this game we enforce a lower depth resolution than PPSSPP would normally use to solve some text issues, not sure if that is contributing here.

@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Dec 1, 2020
@hrydgard hrydgard removed this from the v1.12.0 milestone Aug 21, 2021
@unknownbrackets
Copy link
Collaborator

I think the floor panels here may have been the guardband issue (#12058, #14168, etc.) and I am not reproducing it anymore.

As with the others, this is likely not resolved on Mali yet.

Also, I think we use a depth range hack for Phantasy Star, really think we could remove that now...

-[Unknown]

@ghost
Copy link

ghost commented Dec 8, 2022

How about this now after #16504

@hrydgard
Copy link
Owner

hrydgard commented Dec 8, 2022

Most or all of these clipping issues should be solved now. Please re-open if it isn't, closing.

@hrydgard hrydgard closed this as completed Dec 8, 2022
@hrydgard hrydgard added the Guardband / Range Culling Involves vertices outside fustrum. label Dec 8, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Guardband / Range Culling Involves vertices outside fustrum.
Projects
None yet
Development

No branches or pull requests

6 participants