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[BUG]: Blokus Club with Bumpy Trot (Japan) - Poor performance in SW renderer due to threadsync being hammered, resulting in additional rendering threads having no performance impact; HW Renderer issues due to IREM postprocessing
Describe the Bug
Note: the following applies to the 64 bit builds. Please see my later comment for issues only present on 32 bit builds. Various graphical issues are present in both the software and hardware renderers for Blokus Club with Bumpy Trot (Japan), mainly in software mode. I will combine the screenshots with this description, as there are multiple issues that I need to describe. Software issues:
- Title screen is green when it should be white
SW renderer:
HW renderer:

- Main menu is missing square icons next to menu choices
SW renderer:
HW renderer:

- Character/block outlines are the wrong color (Green outside of a game, blue in a game, should be a lightish brown or black)
SW renderer:
HW renderer:

- Rendering issues on the water and sky in the coast stage
SW renderer:
HW renderer:

- Some elements are green on software that should be blue.
SW renderer:
HW renderer:
(Look at the water on these next two)
SW renderer:
HW renderer:

Hardware issues:
- During a match, some sort of graphical error appears in the top left. This is most noticeable on the coast stage, where it appears as 8 orange blocks with some clipping issues behind them
SW renderer:
HW renderer:

Reproduction Steps
Mash circle through blokus, 1 player, etc modes, and select 3 characters when prompted. Once you've selected all characters, you can either leave it as is and continue pressing circle to get a random stage, move the option second from the top once to the right to select the smoke stage, and move said option twice to select the coast stage, where I took most of these screenshots. To get to the board game looking area, select bumpy trot instead of blokus on the main menu. Here's a screenshot with the coast stage selected:

Expected Behavior
I expected the game to render properly on both SW and HW renderers, without the aforementioned issues.
PCSX2 Revision
PCSX2 1.7.0-20211004182155 - compiled on Oct 4 2021
Operating System
Linux (64bit) - Specify Distro Below
If Linux - Specify Distro
Linux Mint 20
CPU
AMD Ryzen 7 PRO 4750U with Radeon Graphics
GPU
Uses an iGPU, see cpu
GS Settings
No response
Emulation Settings
No response
GS Window Screenshots
No response
Logs & Dumps
I took 2 screenshots on the coast stage here:
gs_20211005222846.gs.zip
gs_20211005223018.gs.zip
Here is the log output of all my testing. I wasn't sure which parts were and weren't important, so I left everything in. logs.txt
Is it possible for you to build 32bit at all? I suspect a lot of the software issues are due to 64bit not being quiet ready.
No, unfortunately it isn't; the 32-bit builds from the github actions page crash with an unhandled page fault, I have never been able to successfully build pcsx2 from source the 3-4 times I've tried due to dependancy issues, and the daily ppa seems to only provide original 1.7.0(?) and also crashes with the same unhandled page fault, which doesn't seem to reveal anything useful in a backtrace.
Okay, I booted windows and tested the 32 bit version there. 2 software rendering issues still remain:
- The blocks are missing on the main menu next to the options
SW Renderer:
gs_20211006144231.gs.zip
HW Renderer:
gs_20211006144220.gs.zip - The coast stage has rendering issues with the sky, as well as with its reflection on the water.
SW Renderer:
gs_20211006144058.gs.zip
HW Renderer:
gs_20211006144119.gs.zip
The issue exclusive to the hardware renderer remains, so I did not capture any new snapshots or GS dumps.
Like many other games this (the blocks issue) was also broken here https://github.com/PCSX2/pcsx2/commit/ee9c9ac8f30ff9157bfc759a36fd372bf9809019
Sky rendering bug seems something different.
Did that only break the 64-bit build, or is it responsible for the issues on both?
Did that only break the 64-bit build, or is it responsible for the issues on both?
It is responsible for issues on both.
Green background in 64-bit SW renderer is a known issue, it's fixed by the PR that makes the SW renderer work on Windows x64
HW renderer:
It should be noted this is an Irem game which are notorious for their convoluted post processing. See https://github.com/PCSX2/pcsx2/issues/2753 and https://github.com/PCSX2/pcsx2/issues/1318 (Raw Danger, Steambot) for more details. Based on just the trace log I can tell you the post effects you're describing are issues with the coast stage for example are very reminiscent of that of Raw Danger and Steambot (which this game appears to spin off). Same with the orange thing in the top left.
I suggest you make note of these post issues in https://github.com/PCSX2/pcsx2/issues/1318. They'll have to be addressed with the rest of the Irem games and probably best not to keep this issue open for them. They won't be fixed anytime soon I'm afraid.
Do I note the SW renderer issues there too?
Also, for future use, I got real hardware capture of what the game is supposed to look like. Unsurprisingly, it seems the SW renderer is closest.

I forgot to mention it when it was first brought up, but the game runs unusually poorly on SW rendering because the game spams threadsync, so extra rendering threads have no impact on performance.
https://github.com/PCSX2/pcsx2/pull/5024 fixes the missing blocks on the main menu in the SW renderer.

on v1.7.4658 running though the GS dumps it seems the only issue left here is in HW mode ( the background colour)
HW
SW
the SW screenshot seems to match the hardware capture mentioned above
The water reflections need full blending, doesn't affect sky tho.