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[BUG]: Weird cloud, explosion, and other sprite issues in the Ace Combat games when using Direct3D 11 and 12 renderers
Describe the Bug
In Ace Combat 04: Shattered Skies, Ace Combat 5: The Unsung War, and Ace Combat Zero: The Belkan War, when using Direct3D 11 and 12 hardware renderers, effects pulled off by having sprites pointed towards the camera, such as explosions, clouds, and the like are all jumbled up. This is regardless of whether you have upscaling enabled or not. Interlacing also does not affect the issue.
Reproduction Steps
Set renderer to Direct3D 12 or Direct3D 11 Hardware renderer. Load into Ace Combat 04, Ace Combat 5, or Ace Combat Zero. Load into any mission. Test things out. Look at the clouds and fire missiles at the ground.
Expected Behavior
When you're in a mission, clouds, explosions, smoke, and other effects pulled off by sprites being aimed at the camera to be jumbled up.
PCSX2 Revision
v1.7.4517
Operating System
Windows 11
If Linux - Specify Distro
No response
CPU
12th gen Core i5-1235U
GPU
Intel Iris Xe
GS Settings
No response
Emulation Settings
Here are the graphics settings:
Ace Combat 5/Zero:
Ace Combat 04:
GS Window Screenshots
Here are two screenshots I took of some clouds in the first mission of Ace Combat 5 to demonstrate what I mean when I say that upscaling doesn't affect the issue (sorry for the bad screenshot on the second image, a notification telling me that I changed some settings got in the way):
With Upscaling (To 720p):
Without Upscaling (Native PS2 Resolution):
As you can see, the clouds, which are made using sprites, are jumbled in both images.
Logs & Dumps
No response
That's because you set round sprite to full.
That's because you set round sprite to full.
Oh, okay. What should I set round sprite to instead?
done mess with settings leave auto :)
anything but full, though I don't think the other options really help in what it fixes.
But yeah, I don't know why you're manually messing with settings when they are all done automatically.
anything but full, though I don't think the other options really help in what it fixes.
But yeah, I don't know why you're manually messing with settings when they are all done automatically.
I've tried turning it to auto, and the textures are still jumbled. I think that it's an issue when using the Direct3D 11 and 12 renderers.
If you upload a GS dump of where it's happening, I can at least explain why.
But it's likely just something which won't work in the DX11/12 renderers - they don't support accurate blending/tex-is-FB.
@sedecman Status on the dump?
No response, assuming it's no longer a problem, if it is you can reopen the issue.