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Meta: Z-fighting issues
Games that have problems with textures flickering over a model. (Due to not knowing what's on top for depth) Avoids making duplicate issues.
- [ ] Kingdom Hearts 2 Final Mix #3394
- [ ] Okami #2008
- [ ] Megaman X #1558
- [ ] DBZ Budokai Tenkaichi 2 and 3 #544
- [ ] Sonic Heroes #2118
- [ ] Sonic Riders
- [ ] Sonic Unleashed
- [ ] Shox
- [ ] NASCAR Heat 2002 (HW)
- [ ] Gran Turismo 4 (SW and HW)
- [ ] Guitar Hero (HW)
- [ ] Midnights Club 3 Dub Edition Remix
- [ ] F1 2004
- [ ] Persona 4 (HW)
- [ ] Tony Hawk Pro Skater 3 (HW)
- [ ] Need For Speed - Most Wanted
- [ ] Harry Potter and the Order of the Phoenix #2339
- [ ] Harry Potter and the Half-Blood Prince
- [ ] Harry Potter and the Chamber of Secrets
- [ ] Vice City (HW only)
- [ ] Indiana Jones and the Staff of Kings (pyramid)
- [ ] Fatal Frame series #4493
- [ ] Classic British Motor Racing (billboard)
- [ ] Kuon (Flickering foot in Intro FMV for yang phase)
- [ ] Aggressive Inline Skating (HW only) (Demo from PSmagazine 24)
- [ ] Toca Race Driver (HW only) (Demo from PSmagazine 24)
- [ ] Commandos Strike Force (Demo from PSMagazine 70) (Zoom-in on the mountain before you move character)
- [ ] GTA 3 (Go straight down the road till you see walls with flickering shadows)
- [ ] Digimon World Data #6200
- [ ] Quake III Revolution #5394
- [ ] Onimusha 3 #3609
- [ ] GTA 3 #8858
- [ ] Pro Evolution Soccer/Winning Eleven #7328
NASCAR Heat 2002 is notorious for those too. Happens only in Hardware regardless of scaling, enabling mipmapping doesn't fix it.

There a few instances in Gran Turismo 4, are present in Software and Hardware renderers, and don't seem affected by settings or manual gamefixes Apricot Hill: Shadow under bridge in last turn Opera Paris yellow road marking Opera Paris building shadow on paved road segment Opera Paris shadow on road crossing
There's also a billboard very near the start of Opera Paris which has the issue but I hesitate to include it as it does exhibit a similar but much less severe variant of the issue on real hardware.
Midnight Club 3 Dub Edition Remix - Lights on rooftops, and road that is far from car, HW mode look worse. Persona 4 - many places like school rooftop, doors in Marukyu Striptease, main street in Inaba, almost not existing in SW mode. F1'04 - https://github.com/PCSX2/pcsx2/issues/2323 GUN - that one is interesting because it happen only in SW mode. link
Is worth to mention that MC3 throw warning about using old clip flag value in few places in COP2 code. video samples for mc3/p4: mc3_p4.zip
Also occurs with Tony Hawk's Pro Skater 3 in hardware modes. Does not seem to occur in sw mode though. Here is a quick video example of the game in hw mode (PCSX2 1.7):
Need For Speed - Most Wanted also has this issue on Hardware Modes when the camera moves into the main menu after the memory card screen.
Gif

In Guitar Hero on hardware renderers it is noticeable on distant geometry (especially on guitars, drums and to a lesser degree on world geometry) and also on the score counter.

Kuon (yang phase, happens in SW and HW), Flickering foot.
Aggressive Inline Skating (Demo from PSmagazine24 so probably affects full game)

Where I marked with blue circle if you jump just before in HW mode it turns black for a second (could probably be a different issue) Where I marked it red is one of the many z-fighting occurrences also only in HW mode.
Billboard and crowd seating area flickering in Toca Race Driver demo in PSmagazine24.
Is this the same issue that's being described here?
https://wiki.pcsx2.net/Disney%27s_Stitch:_Experiment_626
Not if framebuffer conversion fixes it, no
Ape escape 3 has some Zfighting on a billboard in the Wild West level It's present in both HW and SW though less intense in SW I cannot upload the GS dump directly on Github as the smallest I've managed to capture that illustrates the issue is still too large. Ape Escape 3 - Wild West Zfigthing.7z
Snoopy vs. the Red Baron exhibits z-fighting as described in https://github.com/PCSX2/pcsx2/issues/5240
Potentially Rayman 3 as well in #6101
Shadow of the Colossus does it in every Hardware Mode at any resolution. Observable when looking at a structure or a landscape at a distance. Experimented with mipmaps and other texture-related settings, but no cigar.

EDIT: Provided a better example.
Beat Down: Fists of Vengeance has quite a bit of z-fighting on a number of distant objects, including character models.
https://i.imgur.com/kywJiNo.gif
Legend of Kay has significant z-fighting even on nearby objects.
https://i.imgur.com/wZTFmCV.gif
Certain areas in Castlevania: Lament of Innocence have z-fighting.
https://i.imgur.com/r3D7TYU.gif
Theater stage in Silent hill Origins in SW+HW
https://user-images.githubusercontent.com/49990481/200138642-a038647d-d38f-4728-896f-85c92298441e.mp4
https://user-images.githubusercontent.com/49990481/200138643-afbe5457-d9db-4d02-8018-e5ad01e38fc6.mp4
Shin Megami Tensei: Digital Devil Saga 1 and 2 both have what I'm pretty sure are z-fighting issues - various shadows begin to flicker, although whether it occurs seems to depend on where you're standing relative to the shadows. Only happens in HW mode, tested with all renderers. It's visible in the very first room of DDS2.
Broken shadow:

Move to the side, suddenly that shadow has no issues.

Bug only occurs in hardware renderers at higher-than-native resolution. Disabling depth emulation fixes the issue but causes the overlapping shadow glitch mentioned on the wiki page. Strangely, 3x, 5x, and 7x resolutions do not appear to experience the problem.
Hope this gets fixed soon, appreciated
Since my issue is a duplicate would you please add link to the meta description? Now, it's just simple text, while my #8858 report is much more complete.
Hope this issue will be resolved soon , Onimusha 3 got some crazy z fighting but dmc1 and others as well
@refractionpcsx2 So from your last comment in #3811 will you essentially need 64-bit precision on GPU's before this can be fixed? That would be a shame because this the biggest problem i've come across in quite a few games.
One obvious example:
https://github.com/PCSX2/pcsx2/assets/50634894/6b8a2eb9-779d-4c7d-afe1-72260536ad91
Yes, or we can use integer depth via rov. Neither is fast.
Same in Shadow Tower Abyss.
Will using "integer depth via rov" will really be so slow that we won't be able to emulate games at decent speed? I mean some time has passed from when this project was started and computers got faster.
ROV will not work on NVIDIA older than 1xxx cards, and on AMD it may not work at all.
ROV will not work on NVIDIA older than 1xxx cards, and on AMD it may not work at all.
ROV works on RDNA 2 and up perfectly fine but let's not crowd up these comments please.
Red, can you add Sonic Unleashed? I tested it a while ago and saw z-fighting issues, and testing it again today, they're definitely there. For example, if you go to the shrine and look at the Sun door, it starts z-fighting.