rpcs3
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Uncharted Drake's Fortune Offscreen Vertex bug
I don't know if this is too small of an issue or related to #10955, but when the game tries to render a triangle with a vertex offscreen there is some grey z-fighing effect happening.
Video (look at the floor and the foreground):
https://user-images.githubusercontent.com/66685584/146269847-a91b8dba-1cc3-4566-a05a-a92ad14ad56e.mp4
RSX Capture (sorry for the multiple archive files, it got bigger than I expected): BCUS98103_20211215110857_capture.7z.001.zip BCUS98103_20211215110857_capture.7z.002.zip BCUS98103_20211215110857_capture.7z.003.zip BCUS98103_20211215110857_capture.7z.004.zip
System:
- SYS: RPCS3 v0.0.19-13104-43b7d1fe Alpha | HEAD
- SYS: AMD Ryzen 5 3600 6-Core Processor | 12 Threads | 15.95 GiB RAM | TSC: 3.600GHz | AVX+ | FMA3
- SYS: Operating system: Windows, Major: 10, Minor: 0, Build: 19043, Service Pack: none, Compatibility mode: 0
- RSX: Found vulkan-compatible GPU: 'NVIDIA GeForce RTX 2070 SUPER' running on driver 471.68.0.0
- SYS: Firmware version: 4.85
upload the rpcs3.log file as well please
Alright, This is another instance, but it has the the same emulator version doing the same thing. RPCS3 Log: RPCS3.log
Its a known issue with attribute precision. I'm working on it together with the other depth problems
@kd-11 any update ? :)
This has been improved quite a bit, but you can still trigger it if you know where to look. Some changes were already made to deal with attribute precision as well as Z-buffer clamping. I guess I also need to look at polygon offset scaling at some point.
This one still an issue, but in game's dev menu you can controll it by switching "Reload Depth Cull Buffer"

Oh, nice. That should help in debugging further.
I don't know if it's the same issue as I have in my post above.
If the "WCB Performance & Z-fighting fix" patch fixes the issue then it's the same, so try that out.
If the "WCB Performance & Z-fighting fix" patch fixes the issue then it's the same, so try that out.
That was the same issue. Thanks for that tip.