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Vertex lighting not quite right in Ridge Racer, other games #16189

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hrydgard opened this issue Oct 9, 2022 · 1 comment
Open

Vertex lighting not quite right in Ridge Racer, other games #16189

hrydgard opened this issue Oct 9, 2022 · 1 comment
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GE emulation Backend-independent GPU issues
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@hrydgard
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hrydgard commented Oct 9, 2022

As can be seen in some screenshots in #16083, we're a bit off.

One idea is that specular might be using some approximation for the power function, for example.

Quoth @unknownbrackets :

Some interesting things about this frame dump:

The correct rendering on the PSP has better shading:
#16083_UCES00002_ridge_racer_lens_flare

Compared to the current rendering in Vulkan (I'm not sure about the top left, it's only happening in headless):
#16083_UCES00002_ridge_racer_lens_flare_vulkan

Also as you can see from the PSP frame dump, somehow the CLUT was not captured. It knows it's a target, but somehow it's not getting rendered properly (even on a PSP), probably some issue with the dump machinery... well, forcing it to use the CLUT from the framedump gives this:
#16083_UCES00002_ridge_racer_lens_flare

Software also gets the lighting wrong, outside the weird flickering:
#16083_UCES00002_ridge_racer_lens_flare_softgpu

The texture filtering looks more accurate, which is nice, but the lighting is just as wrong (some in the background as well.) Of course, there's also the weird flickering... gotta see what's going on there.

More in #16083 (comment) and #16083 (comment) .

@hrydgard hrydgard added this to the Future-Prio milestone Oct 9, 2022
@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Oct 9, 2022
@unknownbrackets
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Another case of this from another game (frame dump edited to show rendering directly as it was copying the last frame):
#12313_ULUS10021_midnightclub3_slow_edit.zip

-[Unknown]

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