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NFL Tour - Wrong/Missing Colors
Please do not ask for help or report compatibility regressions here, use RPCS3 Discord server or forums instead.
Quick summary
NFL Tour has some graphical issues with incorrect colors
Details
NFL Tour has some graphical issues with RPCS3 showing wrong/missing colors on the field as compared to real hardware. The grass appears yellow instead of green; distance line markings, logos etc. appear black instead of the expected colors; end zone is not the right shade of blue.
0. Make sure you're running with settings as close to default as possible
Game requires LLE libvdec to get in-game. Have tried leaving all other settings default, setting Write Color Buffers, setting WCB+RCB+WDB+RDB, and setting all 4 of those + Force CPU Blit - none of these made any difference.
1. Please attach RPCS3's log.
2. If you describe graphical issue, please provide an RSX capture and a RenderDoc capture that demonstrate it.
RSX Capture: https://mega.nz/file/GN0TkJ4b#ka0nXknagLlabrsnDSji27mejCwEnPwrgLFi8qR0BS8
3. Please attach screenshots of your problem.

4. Please provide comparison with real PS3.

5. Please provide your system configuration:
OS - Windows 10 21H2 CPU Intel Xeon E3-1240 v5 GPU NVIDIA GeForce GTX 1060 6GB Driver version 512.95.0.0
Please include.
- Anything else you deem to be important
Still an issue?
Yes
RPCS3.log.gz

RenderDoc capture if it helps: https://mega.nz/file/7AkXXZxS#k6T-LAQTS8noXTY4Ux9Wfi_YKpcR-lO4DzsXAaotm5M
Corresponding log: nfltour.log.gz
Retested with v0.0.30-15916-80b7fd5f. No changes
This one looks interesting.
This one is insanity. The game basically disables an attribute channel then proceeds to read from it in shaders.
enable_attr(0, ...);
disable_attr(3, ...);
disable_attr(8, ...);
// Some other setup
enable_attr(0, ...);
enable_attr(8, ...);
draw();
The shader expects attr 3 to be present (diffuse color intensity). Without being set we fall back to default (verified with hardware tests years ago) which is alpha value only of 1. There may be a method to this madness however, if they actually just want to pick the alpha channel. But why not shuffle it to "on" state in the shader by just picking .a instead? The color target is of type "B8" - I wonder if the rendering is configured to pick from "A"?
Truncating the word so that A is mapped to B gives a completely overblown image, the pitch colors are correct but way too bright. I feel we're missing something else, this one needs some hardware tests.
@kd-11 This game used to show proper colors but regressed it seems.
Build 0.0.6-8647- Field colors / lighting work "correctly" except the field is very grainy no matter what resolution or AF you use. https://github.com/RPCS3/rpcs3-binaries-win/releases/download/build-14aa3b3360e22ec78427202aaf37ff1e17d53999/rpcs3-v0.0.7-8647-14aa3b33_win64.7z
https://github.com/user-attachments/assets/44385532-9974-42b2-acdd-92a7d1c009f7
Build 0.0.7-8650 - Field Colors / lighting regresses and has been that way ever since afaik. https://github.com/RPCS3/rpcs3-binaries-win/releases/download/build-efa501dac67bc8980f9c85036dca5d417a90ad9c/rpcs3-v0.0.7-8650-efa501da_win64.7z
https://github.com/user-attachments/assets/7d9876bb-432e-48fe-8ac7-feea0092e85b
Regression? PR = #6485
Settings: Vulkan, WCB + Force CPU Blit. Firmware: Automatic + libvdec enabled. ASMJIT SPU Recompiler Windows 10
Thanks. This narrows things down a bit.
As discovered earlier it has to do with the disabled input attribute. I need to do extensive testing on that as well.
@mysteria25, @ChwaraeTeg is that still an issue?
Yes