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Gods Eater Burst (ULUS10563): Excessive bloom present in all PPSSPP builds since v0.8.1-361-gc71ae64 (updated, resolved in v0.8.1-401-g76c3f16, has since returned in v0.8.1-499-g72b13d9) #2678
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Resolved in v0.8.1-401-g76c3f16. Closed. |
You're right, it has returned, but actually started returning again in v0.8.1-499-g72b13d9 since @raven02's #2721 pull request was merged into master 72b13d9 without any hacks and with BR ON. Temporary solution:- OFF BR and it will go away again Last working revision not to have this issue with BR ON is v0.8.1-496-g7c3e171 Reopened issue since it has returned in all revisions after v0.8.1-499-g72b13d9 again, without any Framebufferhacks applied to the game. |
In the process of pinpointing the direct responsible commit down, I decided to compile 2 separate builds from each of @raven02's commits, 1 from v0.8.1-497-gdca4b1e and 1 from v0.8.1-498-g78f85db, and then test them both separately to see which one was the responsible one. To my surprise, v0.8.1-497-gdca4b1e dca4b1e still looks somewhat okay:- v0.8.1-498-g78f85db 78f85db was the one that made it excessive:- So both dca4b1e and 78f85db by @raven02 are responsible, but by different degrees. No Framebuffer hacks were used in these tests. Just BR ON. |
The point is that the excessive bloom re-occured again on git revision v0.8.1-499-g72b13d9 which you were responsible for (using HW and SW) and before @hrydgard rewritten them for HW in v0.8.1-503-gbf1e076 Which is why I traced it back to your precise commits in v0.8.1-497-gdca4b1e and v0.8.1-498-g78f85db. They still happen in the latest revisions btw. |
I'll goto revisit that render-to-texture sizing tonight . Seems to me that we still have bit wrong sizing . This screenshot looks to me that renders the bloom effects more correctly (provided by @solarmystic) |
Yeah, that's weird that that one commit would've changed things. -[Unknown] |
I do wonder the above screenshot only renders the bloom effect at the top left corner only as the right console is no bloom effect at all . |
The excessive bloom is gone in buffered rendering mode now, so this can be closed, I'd think. |
Yeah. Will reopen if the issue recurs. |
And broken again now because apparently we want to not zero when the pixels we don't draw are supposed to be not zero, which I don't understand. -[Unknown] |
Reverted commit that broke it. Need to have another look at that stencil workaround. |
UPDATE:- The bloom issue has returned again in v0.8.1-499-g72b13d9 since @raven02's pull request #2721 was merged into master 72b13d9 by @hrydgard
UPDATE 2:- New responsible commits are dca4b1e and 78f85db by @raven02
OLD ISSUE:-
The issue is as per the title. There is a severe case of bloom in the lighting especially evident in the main mission lobby.
The responsible commit is e362bc8
First problematic build to have it is v0.8.1-361-gc71ae64.
Last build not to have it is v0.8.1-356-g989f791.
Temporary Solution/Workaround:-
Disable Buffered Rendering and the issue will disappear,
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