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(Android) Spongebob's truth or square no HUD using opengl with mali gpu
Game or games this happens in
ULUS10478
What area of the game
At the start of chapter 1 near the cage of snail.
What happens
There are graphics glitch line on the wall that is shaking when SpongeBob is jumping. Happens on both OpenGL and Vulkan
rendering resolution 1x psp

rendering resolution 2x psp

software rendering also have graphics rendering issue.

What should happen
No graphics glitch line flickering?
GE frame capture
Platform
Android
Mobile phone model or graphics card
RN9 Helio G85 Mali-G52 GPU MIUI 12.5.2 Enhanced Edition Android 11
PPSSPP version affected
ppsspp v1.12.3-80
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
- [X] Test in the latest git build in case it's already fixed.
- [X] Search for other reports of the same issue.
- [X] Try resetting settings or older versions and include if the issue is related.
- [X] Try changing graphics settings to determine if one causes the glitch (especially speed hacks or enhancements/replacements.)
- [X] Include logs or screenshots of issue.
Looks maybe like a polygon crack between different meshes due to precision issues? have you checked that it doesn't happen on the real PSP?
Looks maybe like a polygon crack between different meshes due to precision issues? have you checked that it doesn't happen on the real PSP?
IDK if this also happen on real psp because I don't have one :(.
Another glitch I found in the stars burst jelly fish but can be workaround by PixelDepthRounding
off

on

The line at least seems to appear on the PSP as well, so I think that's a game bug:

I've got something else going on with Vulkan, but the line is correct:

Direct3D 11 looks right, though:

Here's software:

Definitely something weird happening there.
-[Unknown]
There's also a shadow flickering
https://user-images.githubusercontent.com/37603562/138625749-9b35c05a-a416-496d-80ce-f4c415e207b1.mp4
I notice that there's no HUD using opengl backend.
OpenGL

Vulkan

This game also sometimes freezed/hang using opengl SBSPTT.ppdmp.zip
I don't reproduce any hud problems. Can you confirm this is with vertex cache disabled?
My previous Vulkan issue is gone now, I think it was a culling bug.
Software is still broken. The problem draw is 55. If I skip that, there's still some aliasing around the main character, but the light blue splotch is gone.
The draw in question uses:
- Depth test, src >= dest
- Depth clamp OFF
- Minz 0x0010, maxz 0xfff0
- Viewport Z 32768 with scale -32752 (so 1.0 -> 0x0010)
- Full transform
The resulting draw produces Z values in the range of 0xFFEB (should've been culled due to z.) Hmm...
-[Unknown]
With #15099 merged, this should be fine in softgpu now.
Still no HUD using ppsspp v1.12.3-155 OpenGL
https://user-images.githubusercontent.com/37603562/140603591-ede795ce-cbd2-472a-84b2-7e4d969c6dc1.mp4
Similar to https://github.com/hrydgard/ppsspp/issues/10387
And for sure vertex cache is disabled? That's entirely with default settings on the Mali-G52?
-[Unknown]
And for sure vertex cache is disabled? That's entirely with default settings on the Mali-G52?
-[Unknown]
Hmm.. yes vertex cache is disable and not available in ppsspp v1.12.3-155 using opengl and yes I'm only using default settings.
Another glitch I found in the stars burst jelly fish but can be workaround by PixelDepthRounding
I can still reproduce this glitch using the dump.

Device: Redmi 10c Snapdragon 680 Adreno 610
Hm, does VertexDepthRounding do the trick?
Hm, does VertexDepthRounding do the trick?
Doesn't help.
Does PixelDepthRounding still help? Now it would use a compressed range of depth rather than writing depth, so it may have changed behavior - and might not be as slow.
Has anything changed with the HUD? Is this only on Android Adreno GLES perhaps?
-[Unknown]
Has anything changed with the HUD? Is this only on Android Adreno GLES perhaps?
-[Unknown]
The invisible HUD can only reproduce in Mali GPU opengl but the star bubbles can reproduce both mali and adreno.
Can this be tag as MALI GPU issue only
Does it still repro in the latest builds? Does geometry shader culling help?
Does it still repro in the latest builds? Does geometry shader culling help?
Cannot test as the moment because I don't have a MALI GPU phone that supports Vulkan.


