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Star Wars - The Force Unleashed pseudo crt line graphic glitch (now: performance issue)
Game or games this happens in
ULUS10345
What area of the game
After fixing the red overlay graphics glitches here's a new graphic issue the pseudo crt line that produce on some stages as mentioned here https://github.com/hrydgard/ppsspp/issues/9572

What happens
Pseudo CRT Line Graphics Rendering Glitch.

What should happen
No pseudo CRT line graphics issue
Also can be workaround by lower resolution for effects set to aggresive but can still notice some white line.

GE frame capture
Platform
Android
Mobile phone model or graphics card
Redmi Note 9 Android 12 Helio G85 Mali-G52 GPU
PPSSPP version affected
v1.13.1 above
Last working version
1.12.3
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.
Software

Hardware (skip-buffer effects)

OpenGL shader compilation error

@Gamemulatorer thanks for reporting, I'll fix right away
Fixed in 4390a05fe
Cannot reproduce this on snapdragon 680 adreno 610 gpu
@SilentMRG can you still repruduce?
@SilentMRG can you still repruduce?
To be honest, I haven't tested it yet. I'm using version 1.13, and when I have some time to spare I'll update and retest this title. At the moment, I'm out of time. Thanks for asking!
Edit: However, if you are referring to version 1.13, yes, the error still occurs. I don't know if the error occurs in the current version 1.13.1 or other builds of version 1.13.
Any fixes would be in the latest git build - no retroactive changes are made to released versions. This is known broken on v1.13.1 and will always be broken on that version. However, recent git builds may have improved things.
-[Unknown]
This issue I can only reproduce on mali gpu's adreno gpu's cannot reproduce this.
can you still repruduce?
I just tested on version 1.13.2 and the pseudo CRT filter is still there. The only good thing I noticed is that there was a noticeable performance gain and I didn't need to activate frame skipping.
can you still repruduce?
I just tested on version 1.13.2 and the pseudo CRT filter is still there. The only good thing I noticed is that there was a noticeable performance gain and I didn't need to activate frame skipping.
Can you test the latest build https://buildbot.orphis.net/ppsspp/index.php?m=fulllist
Can you test the latest build
Apparently in the build: v1.13.2-1013-gc80cc1e87 - 2022-09-17 23:35:15
The pseudo CRT filter has been fixed!!! \o/ HOWEVER, the frame rate is the opposite of version 1.13.2, to give you an idea, it was around 15 fps. And not even skipping 8 frames solved it. XD
Can you test the latest build
Apparently in the build: v1.13.2-1013-gc80cc1e87 - 2022-09-17 23:35:15
Nice!
The pseudo CRT filter has been fixed!!! \o/ HOWEVER, the frame rate is the opposite of version 1.13.2, to give you an idea, it was around 15 fps. And not even skipping 8 frames solved it. XD
What is your device?
Such a slowdown is surprising, gonna need to investigate that.
What is your device?
Windows 7 Ultimate 64 bit i5 2.67 GHz 4 GB DDR3 Intel HD Graphics 1000 It's an 11-year-old Laptop Grandpa! XD
And yes... I know it's a potato device, but I think the problem, in this case, is not on my side.
No, I don't think so either.
Changing from skip buffer to buffer rendering causes this.
ULUS10345.ppdmp.zip
On Windows; version 1.14 (except the backend, all settings are at default); using DirectX 9, I got this...

All these filters and lines come up in some parts of the stages and then go away.

These lines are intermittent and sometimes there are horizontal lines longer than this, and they just going up and down.

I confess that I liked the lightning effect! It even looks like a high definition effect. XD
@SilentMRG how about the performance?
how about the performance?
FPS goes from 30 to 45/60, and drops to 30 and back to 45.
how about the performance?
FPS goes from 30 to 45/60, and drops to 30 and back to 45.
What is the performance now using recently build PPSSPP?
Closing this performance is acceptable on my phone :)
how about the performance?
FPS goes from 30 to 45/60, and drops to 30 and back to 45.
I discover that if you change emulated psp cpu clock speed to 666mhz this game will lock to 60fps.