pcsx2
pcsx2 copied to clipboard
[BUG]: Jonny Moseley Mad Trix - several issues that persist in software renderer
Describe the Bug
The game Jonny Moseley Mad Trix has three notable graphical inaccuracies which persist when using the software renderer but render fine on realhw.
- The crowd textures, and only the crowd textures, render with a gray outline with some colorful pixels not seen on realhw. About 20 or so updates ago, this was a pink outline. This becomes more apparent when dumping the texture and loading a custom one, where an outline of colorful pixels not seen in the custom texture appear:
This texture does not have an extra outline on realhw. This is the only texture in the game affected by this issue.
- The game's prerendered FMVs appear only on the bottom half of the screen when running with any hardware renderer, as well as rapidly flashing, making it a serious seizure risk. When using the software renderer, it uses the top half of the screen, and stretches out along the bottom half, and does not flicker as seen below:
Here's what they should look like:
It's important to note that this game's FMVs did work perfectly for a very long time, then one of the early Qt builds made it just display as a black screen, and a few updates later this started. It's been over a month and is has not been fixed yet.
- This one won't affect 99% of people who play the game, but it is an inaccuracy, so I need to report it. The game has debugging functions built-in, one of which is a wireframe view. The actual wireframe does not render properly on any renderer, even software. This is in stark contrast to realhw where it renders perfectly, the difference is night and day:
Reproduction Steps
Issue 1: Load into any course with a crowd.
Issue 2: Boot up the game and let the FMVs play
Issue 3: Use the game's documented pnach cheat file, open the debug menu, and change Patch Method to Wire.
Expected Behavior
Issue 1: Crowd texture should not have any outline or any colorful pixels.
Issue 2: FMVs should render properly.
Issue 3: The wireframe view should appear as it does in the second screenshot.
PCSX2 Revision
v1.7.3073
Operating System
Windows 10 (64bit)
If Linux - Specify Distro
No response
CPU
Intel Core i9-10900K
GPU
NVIDIA RTX 2080 SUPER
GS Settings
Show Overscan disabled. Doesn't affect any of the issues above but fixes the screen being too tall.
Emulation Settings
No response
GS Window Screenshots
No response
Logs & Dumps
GS dump for Issue 1: gs_20220715072528_Jonny Moseley - Mad Trix_SLUS-20229.zip
GS dump for Issue 2: gs_20220715072441_Jonny Moseley - Mad Trix_SLUS-20229.zip
GS dump for Issue 3: gs_20220715072541_Jonny Moseley - Mad Trix_SLUS-20229.zip
Wanted to add something to this - the way FMV videos look actually changes depending on renderer. On Software they look like the screenshot I already posted. On Vulkan and Direct3D12 they only take up the bottom half of the screen and flash rapidly. On OpenGL and Direct3D11 they're duplicated, one on the top half of the screen, one of the bottom half of the screen, and the bottom one flashes rapidly.
Additionally, enabling interlacing detection prevents FMVs from rendering at all, causing them to be just a black screen.
Here's my findings
GS Dump 1: Fixed with screen offsets
GS Dump2: Fixed with opengl and vulkan with 4x res or higher. Pink with textures in DirectX 11 and 12. Fog goes away with high blending or higher I don't know if this is more accurate or not.
GS Dump3: Black void couldn't do anything about it.
Notes: Show overscan shows more of the game. There is missing information without it.
These options make no change for me, they're all still there. Believe me I've tried everything. The thing is, they exist in software mode, which is supposed to be hardware-accurate.
can you re-post a GS dump of that first issue , it looks like the GS dump you posted for it isnt the correct one :slightly_smiling_face:
Videos are fine for me (even without screen offsets)
The crowd issue is just something that happens if you upscale or use Anisotropic Filtering, not a bug, but a restriction in upscaling.
No clue about the debug mode.
Can confirm the dump 3 with the lines works on real hardware
For GS dump 2 turning off anisotropic filtering did work and high blending looks more like software mode.
Here's the thing - none of these GS dumps have Anisotropic Filtering enabled. I've never had it on for this game, yet I have that problem. Also, videos are not fine for me. Screenshots with the different renderers:
Software with Screen Offsets disabled:
OpenGL with Screen Offsets disabled:
Vulkan with Screen Offsets disabled:
Vulkan with Screen Offsets enabled:
Software and OpenGL with Screen Offsets enabled, still incorrect as they should fill the screen, but they're cropped weirdly here:
Additionally, as I showed in that first screenshot which uses Software mode (native res, no Anisotropic filtering) the crowd texture issue is there.
I should also mention that all of these issues exist back in 1.6.0 as well, with Software mode even. Additionally, the wireframe used to render differently on earlier 1.7.0 builds, where in the distance everything is shaded yellow but not close to the player.
Here's the thing - none of these GS dumps have Anisotropic Filtering enabled. I've never had it on for this game, yet I have that problem. Also, videos are not fine for me. Screenshots with the different renderers:
A gs dump save 0 config settings , A GS dump is an export of instructions sent from the PS2 core to the "Graphics Synthesizer"
Well then if the bug is caused by anisotropic filtering and upscaling, why is it happening with no anisotropic filtering or upscaling?
Either way, something is working differently for us:
-
Videos render fine for some of us regardless of settings but are unwatchable for others.
-
The crowd textures are having weird pixels applied to the edges, even if no anisotropic filtering or upscaling is present, and adding even more of these corrupted pixels to the edges of texture replacements.
-
This wireframe.
@SlyCooperReloadCoded what version of PCSX2 are you running? can you check the exact version
1.7.3212. I've updated many times between now and opening this issue. What's weird is that 1.4.0/1.5.0 always rendered the FMVs correctly regardless of settings, but starting at 1.6.0 and onwards, all these issues are present.
The crowd is broken when upscaling/aniso because of the way it's rendered, it's incompatible with those things. You can try to mitigate it with upscaling hacks, but I hold no promises.
Okay well the FMV is fine for me, are you using some sort of No interlacing patch or something?
The game itself is not interlaced, so I have De-Interlacing set to none. It's been confirmed game doesn't use it at all, as without any no-interlacing patches, setting it to None causes no visual difference and no screen shaking. That setting does affect this which is weird but the game itself is not interlaced.
Don't set your deinterlacing to none, that will break it. leave it on auto. if the game is not interlaced it will automatically not interlace it.
Setting it to none kind of tries to massage it for no-interlacing patches and it will likely break it.
Okay, I set it back to Automatic and videos are still completely broken for me on all renderers. They're now completely black.
Cool, well I dunno what to tell you then, it's fine here and setting deinterlacing to "none" breaks the videos exactly how you describe.
Interlacing on: black screen with audio Interlacing off: all renderers display videos but they're either constantly flashing or cut off
I've adjusted literally every possible setting and I cannot fix this.
Vulkan renderer, interlacing option set to Automatic, no de-interlacing patches:
Strangely, software renderer now works better with these settings but is still stretched horizontally:
Please show all your settings, I'm pretty sure this is user error. Also please check both the per game (view->properties) and global (settings) versions of your graphics settings.
Per-game:
Globals:
I've tested changing all of these settings, one at a time, and none of them make a difference. Change one setting, launch game, close game, undo that change and change another setting, launch game, etc. I cannot find a combination of settings that works.
Why is your deinterlacing back to none?
It's on automatic in the per-game config.
At this point, I'd just delete your main inis and your per game configs and start again, you've just made an absolute mess of everything.
Okay, I nuked all my inis and custom configs, then set everything to the settings you recommended. FMVs are still unchanged, just a black screen. Also, same as before, if I set Interlacing to none, they render but incorrectly. Could this be a driver bug?
Could be, dunno, it works perfectly here. wouldn't hurt to update your drivers.
I should mention that all other obviously interlaced games in my library still render their FMVs perfectly fine with De-Interlacing set to any of the options, even None. It's only this game. From 1.6.0 to now.
Okay, but No DeInterlacing has changed since 1.6 and is mainly designed for no-interlacing patches trying to trick the system in to thinking it's full 448 height when the PS2 could only do 240 (on analogue, without the 480p mode), so it's not really designed for general use, and it automatically uses it when a no-interlacing patch is enabled.
Item 1 cannot reproduce (defaults, Vulkan 8x native)
Item 2 cannot reproduce (defaults, Vulkan 8x native)
Item 3 can reproduce (defaults, Vulkan 8x native)
Worth noting replaying item 3 on a PS2 does produce the wireframes, however for some reason my PS2 is making everything pink:
@RedPanda4552 the pink is because you need to change between RGB and YPbPr
Nothing here.
1:
2:
3: