rpcs3
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I AM ALIVE [NPUB30383] graphic glitches
lots of glitches cant really make out many graphics messed around with some settings but nothing really work
Retest
Yes still an Issue

Update:
-Tested with the latest master build: (0.0.23-14006).
Screenshots PS3/RPCS3 Comparisons:
1. (Main Menu)
PS3:
RPCS3:

2. (In Game)
PS3:
RPCS3:

(RenderDoc/RSX Capture)
1. Main Menu: [rdc capture-vk - Deleted.] [rsx capture - Deleted.]
2. In Game: [rdc capture-vk - Deleted.] [rsx capture - Deleted.]
System configuration:
- OS: Windows 10 64-bit
- CPU: Intel i7-10700
- Memory: 16GB RAM
- GPU: GTX 1660
- Driver version: 512.95.0.0
Investigating.

Should be open since the issue still happens for others
v0.0.28-15364-db029ed2
Game is still a huge mess. Tried various settings and none helped. Force cpu blit and shader interpreter causes black screen, even MLAA patch doesn't help.
NPEB00476_20230717205107_capture.rrc.gz
RPCS3.log.gz
Tried with #14647 sadly still a mess
Looking on YouTube it looks like at one point seem to not have the white squares https://www.youtube.com/watch?v=8E-572Y-vqo
Force CPU does not give black screens if you turn on wcb and rcb. but lock worse compared to default settings
Update
-Still an issue, tested with the latest master build: (rpcs3-v0.0.30-15927).
- I added a new RSX/RDC capture.
Screenshots:
(RPCS3/PS3/PC Comparisons)
RPCS3:
PS3:
PC:
Log files: RPCS3.log.gz
RSX/RenderDoc Capture:
(RPCS3)
-
Main Menu: RSX Capture RDC Capture
-
In Game: RSX Capture RDC Capture
(PC)
-
Main Menu: RDC Capture
-
In Game: RDC Capture
- RPCS3 settings: (Default).
- No changes with enabled (WCB+WDB+RCB+RDB) or (Strict Rendering Mode) and (Handle RSX Memory Tiling) settings.
- (RenderDoc v1.30)
Additional information:
- Game Engine: (Unreal Engine 2.5).
Tested with the latest master build - (rpcs3-v0.0.35-17645) https://github.com/RPCS3/rpcs3/commit/7b212e0e573af47ba7f97ecca186bf0497672205.
Still an issue, the graphics looks the same as in the previous test.
With the latest build rpcs3-v0.0.37-18070 The start menu renders correctly, but the game remains black and only the energy bar is visible.
Can this be retested, alot of changes since then
Can this be retested, alot of changes since then
It still has the same error; even the updates haven't fixed it.
I need to look at this one soon, it could hold a breakthrough.
This game has implemented a very "modern" screen tracing technique for ambient obscurence. The denoiser is busted though and I have not yet figured out why. Eventually the data stream just breaks and the compressed data planes merge into soup, complete with NaN poisoning (hence the floating white squares). Looks like I have some c.a 2012 whitepapers to read through.
Well, that didn't take long. I quickly realized if I was to do denoising on a PS3 I'd use a convolution filter - except rpcs3 has not yet implemented convolution filters. That's the real cause here.
Eh, wrong again. Lack of convolution definitely harms the output but the denoiser failed because the depth-aware gaussian blur failed to converge. Blur radius is 0? The failing effect seems to be HBAO or a derivative and I can see the 2-pass blur doing nothing. I'll relegate the convolution filters implementation to a task. I really need to start unit testing core functionality more.
Looks like I need to finally fix the register aliasing problem in a more universal manner. This is a big deal, basically I have to pre-parse the fragment shaders and insert barriers. Doing it blindly murders performance as shown in the screenshot.
https://github.com/RPCS3/rpcs3/pull/17701 fixes most of the issues here. Shadows still flicker like crazy but that is a different matter altogether from the pixel vomit that was on screen before. You could play the game in the current state but needs more work. That will likely come naturally down the line along with other bugfixes.