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Missing mip maps in GTA LCS and GTA VCS #12138

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majesticR3 opened this issue Jun 26, 2019 · 6 comments
Open

Missing mip maps in GTA LCS and GTA VCS #12138

majesticR3 opened this issue Jun 26, 2019 · 6 comments
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GE emulation Backend-independent GPU issues Mipmaps Mipmapping related issues
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@majesticR3
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Since 1.4 or a bit later version I see no mip maps drawing ingame in both GTA games, although I can see them in GE Debugger.

Screenshot from version 1.8.0 - 365:
https://i.imgur.com/1AmDmS0.jpg

Screenshot from version 1.0.1:
https://i.imgur.com/mCwmAQO.jpg

Tested on differrent hardware x64 and x86 with same result.

Also I have question: How I can switch PPSSPP in "HD Remastered" mode to get increased memory buffers? Older versions has increased memory by default, but in new versions according to MemMap.cpp I need to set PPSSPP into "Remastered" mode somehow

@LunaMoo
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LunaMoo commented Jun 26, 2019

About the access to full psp ram, you're looking in wrong place, we do have a hardcoded list of remasters and prototypes(which ran on dev kits) that use it, however we don't allow all games to have access for it because psp games doesn't benefit in any way from having more memory, they aren't even coded to be able to use more and those which do are typically broken by it as we found out the hard way due to having it enabled for everything in the past.

To enable high mem for your own homebrew or modded games you have to add "MEMSIZE" set to 1 to your param.sfo file. Homebrew apps which needs more memory will have that already as that's the proper way to enable it on PSP cfw's as well. But again, unless you reprogram the game to make use of that memory, standard games will not benefit from having access to more ram.

@hrydgard
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hrydgard commented Jun 26, 2019

The game uses an odd method to choose mipmap levels which isn't fully understood (SLOPE), probably coming from the PS2 games (the PS2 couldn't automatically choose mip levels). We tried to emulate it but don't get it completely right. Even on the real PSP, IIRC the game doesn't do a great job of using mipmapping to its full potential.

I am planning to make a mipmap setting that simply goes for max quality disregarding what the game says (generate missing mips, aniso, the works). That should solve the issue.

@hrydgard hrydgard added this to the v1.10.0 milestone Jun 26, 2019
@majesticR3
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LunaMoo thanks for explanations. I understand that more RAM is not neseccary for standard games, but having it removes file size and heap size boundaries in game modding like in my case. I'll stick with older versions then.

Good luck to PPSSPP team with creating this awesome emulator

@LunaMoo
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LunaMoo commented Jun 27, 2019

If you're modding, you can do as I said and just add MEMSIZE = 1 to your modded game param.sfo. SFOEditor includes that parameter since it's not just some emulator invention, but a parameter used by custom firmware for the same thing.

@hrydgard hrydgard modified the milestones: v1.10.0, v1.11.0 May 24, 2020
@hrydgard hrydgard added Mipmaps Mipmapping related issues GE emulation Backend-independent GPU issues labels Nov 11, 2020
@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Nov 29, 2020
@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Aug 29, 2021
@Domiiniik
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Since 1.4 or a bit later version I see no mip maps drawing ingame in both GTA games, although I can see them in GE Debugger.

Screenshot from version 1.8.0 - 365:
https://i.imgur.com/1AmDmS0.jpg

Screenshot from version 1.0.1:
https://i.imgur.com/mCwmAQO.jpg

Tested on differrent hardware x64 and x86 with same result.

Also I have question: How I can switch PPSSPP in "HD Remastered" mode to get increased memory buffers? Older versions has increased memory by default, but in new versions according to MemMap.cpp I need to set PPSSPP into "Remastered" mode somehow

Bump :(

@hrydgard
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hrydgard commented Aug 6, 2022

Well, we actually now have the "Auto Max Quality" mode for texture filtering which turns on automatic mipmap generation and forces it along with aniso. For now only available with Vulkan though I will extend it to some of the other backends too.

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