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[Bug Report] ops2m demo 33 - Primal [PAL] #909
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Is it working in the SW renderer of the 1.2 release? |
As far as I know,that game never worked in any hardware mode and in software mode it works but it's extremely slow and you can get a little more speed from VU Stealing(you get more speed for a short time) but it's like the game notest this and..."ohh you are using hacks to get more speed ehh,lets slow the speed even more until you disable them and then I'll restore it again to the normal slow speed" :D |
Ok. It was to be sure it wasn't related to the SW fixes done recently, which aren't backported yet into the HW renderer. |
just tested it out and software mode does work fine on the 1.2.1 build. |
By "work" you mean it works but slow or? |
Speed is awful as usual :p , the black screen issue is resolved though. edit: I'll try searching when hardware mode broke on this games. Binary search for the win :p |
The description is misleading: D3D9, D3D11 and OGL renderers are not able to draw anything on the screen. Instead it's all black. D3D9, D3D11 and OGL renderers are not able to draw anything on the screen <--Hardware renderers? Only the software renderer is able to draw something. <--Draw something means normal, bugless display? |
Managed to find the commit which broke hardware rendering at the following game, the hardware mode of revisions older than r5072 works perfectly. :) |
Obviously Gab did very small commit so it is easy to find the root cause. Snif. So 2 things to test
2/ If it doesn't work, |
That did the trick, all the hardware renderers works fine when |
It is magic, isn't it 👍 |
Ok. I vaguely remember another game that suffer a similar issue (armored something) |
I'll add it , what should it be named on the dialog ? I was eventually planning to add mipmap at GSDX dialog for software mode so I'll add this along with it. :) |
Dunno, "Preload Data Frame". This hack uploads some data when rendering a new frame (think as kind of overlay feature). Previous behavior just clear the frame to 0 (hence the dark force behavior;) ).
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That sounds like an attempt to solve the garbage on the Kingdom Hearts videos (which still doesn't work unless you cycle renderer) |
I replayed it through GS Dump and that worked well with (I'll check it directly on the game when I get time) |
If you mean to try this GSdx version with the game,then no,it's still black screen with both options enabled(mipmap and preload)on every hw renderer. |
weird, it seems to be fixed only when replaying the dumps. |
No, the purpose was to ease the replaying of dump. First frame was always black on the HW renderer. Potentially the issue of KH is related to RT (not frame). Sometimes there aren't cleared (actually we need to load correct data). There are extra code enabled in debug code (GSTextureCache.cpp:326). There are potential others issues. It could be just another texture cache issue. |
@bositman Updated the issue description, apologies for the confusion. Learned about these details in http://forums.pcsx2.net/Thread-GSdx-GUI-Clutter-in-the-renderer-dropdown-menu I thought that by saying e.g. D3D9 renderer, the reader would unambiguously infer "the hardware renderer" and that there was only one SW renderer. I was wrong. |
Is also fixed by Preload Data Frame option. |
This bug is still blacktive with current git. |
Is this still an issue ? |
Seems,that way,I can only see something in Primal in SW mode |
It seems that the game actually worked once in HW mode The buildbot don't have anything below 1.5.0 so I can't try finding since when it stop working |
This guy says he was able to solve the problem in Linux by doing what the video description says. |
@gregory38 here are the dumps you requested for Primal. Prafull sent these recently. |
Even longer dump |
Thanks. Reading the issue, it seems the preload option manage to fix the issue ? (Likely with limitations) |
No, with preload frame data the game will display only 2 frame. |
I decided to dig into this game a little more in addition to my performance fix and was able to identify what causes framebuffer loss. Game uses alpha channel of color buffers for storing PSMT8H textures. There is double buffer system in action both for these textures and for the rest of VRAM unoccupied by framebuffers and used for the other types of textures. In case with PSMT8H textures first buffer is located in Z-buffer, and second in color buffer. The second one is switchable, so when game renders something into color buffer, then alpha channel from another one is used for textures. And plugin for some reason clears entire buffer because of that. I made hack to show, that if textures aren't uploaded into alpha channel of color buffer, then deletion doesn't occur.
This patch halves size of both PSMT8H buffers and relocates second buffer from color buffer into Z-buffer, now HW rendering works flawlessly. I think it shouldn't be too hard to fix this bug in the plugin. I couldn't test entire game with this patch, so I can't recommend playing to the end with it, but people desperate enough can try it. |
This needs testing with recent 1.7 dev builds, there are 2 things to notice there.
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I'm testing this demo disc again with PCSX2-32bit-AVX2-sha[7ea335e], all options set to their presumable highest accuracy settings. I am getting the same results as in the OP, OGL and D3D11 renderers only show black frames but the pause menu does get successfully drawn. Software renderer can render scene correctly but there are some problems with exploding vertices. Manually setting 'VU XGkick Sync' does not help. Changing the VU rounding modes to default does not help either. |
I have the same issue in PS magazine 30 Primal. |
_PCSX2 versions used:_ pcsx2-v1.3.1-1256-gbbd74e5 (latest dev build)
_Emulation settings:_ "Safest" preset, MTVU hack not used.
_Plugins used:_ GSdx AVX2, cddvdGigaherz
_Plugin settings:_ CRC Hack Level "None"
Hardware Specifications
_CPU:_ Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz
_GPU:_ NVIDIA GeForce GTX 970 (Driver: NVIDIA 358.50)
Description
D3D9, D3D11 and OGL HARDWARE renderers are not able to draw anything on the screen. Instead it's all black.
Only the software renderer is able to draw
somethingthe expected scene.OpenCL renderer remains untested.
Screenshots
Software renderer output
GS dump
http://forums.pcsx2.net/attachment.php?aid=57681
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