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[PARALLEL-GS]: Accuracy bugs in games #12
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The Mark of Kri (UPDATE: FIXED) What it should look like (software renderer) - |
Vampire Night (UPDATE: FIXED) wrong colors on this ADX/Sofdec copyright screen before title screen - the logos should be black and whiteish instead of all white with tiny black outlines |
Front Mission 4 (UPDATE:FIXED) What it should look like (software renderer) - see the HUD in the software renderer and compare that to the parallel-gs picture above it, there's this whiteness in the HUD that is wrong and shouldn't be there |
Kessen / Kessen 2 (UPDATE: FIXED) This is what it looks like in parallel-gs What it should look like (with gsdx) |
Burnout 1 (UPDATE: FIXED) something going wrong with the specularity here What it should look like (real PS2 footage) |
Tekken 4 - Parking_Area Stage (UPDATE: FIXED) The ground is flickering/breaking up, either some texture or geometry problem (ground might be semi-transparent) you can access this stage by going to Practice Mode and going to the garage parking area level What it should look like (software mode) - (note the actual flickering/breakup can only really be seen in motion so the screenshot doesn't tell us much) |
Manhunt 1 (UPDATE: FIXED) Bloom seems way too excessive - try comparing it to software renderer What it should look like (software renderer) - Link to real PS2 footage on CRT TV (low quality) - |
TimeSplitters 2/TimeSplitters Future Perfect (UPDATE:FIXED) Same issue in both games What it should look like (software renderer) - |
Ico (SSAA bug) NOTE: This seems like an SSAA inaccuracy/bug. If I set SSAA mode to native it looks like software mode Notice the white line here, it's some kind of upscaling related issue that happens in several games. When you move the camera or the char the white line outline changes too Fixed in:
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Max Payne 1 (UPDATE: Fixed) What it should look like (software renderer) - |
Xenosaga Episode III - Also Sprache Zarathustra (UPDATE: FIXED) See the whiteish tiles close to the character, it's not supposed to be there (it renders correctly in software mode). What it should look like (software renderer) - |
Xenosaga Episode II - Jenseits von Gut und Bose (UPDATE: FIXED) Might be the same issue as Xenosaga 3 - note the black tiles to the right of the character What it should look like (software renderer) - |
Beyond Good & Evil (UPDATE: FIXED) Corrupt blocks shouldn't be there in this shot. What it should look like - (software renderer) |
Kessen should be fixed. Note by LibretroAdmin: Can confirm it's fixed |
Fixed Vampire Night. Note by LibretroAdmin: Can confirm it's fixed |
Fixed The Mark of Kri. Note by LibretroAdmin: Can confirm it's fixed |
Don't know which commit fixed it exactly but just wanted to report the Quake 3 Revolution wrong sky is now fixed too (prob thanks to today's commits) |
Driv3r (UPDATE: FIXED) What it should look like (software renderer) - |
Jurassic Park - Operation Genesis (UPDATE: FIXED) |
Guilty Gear X (UPDATE: FIXED) What it looks like (parallel-GS) - How it should look like (software renderer) - |
Grandia II (UPDATE: FIXED) |
Rumble Fish, The (UPDATE: FIXED) Shadows are not properly bound/aligned, they leak too much What it looks like (parallel-GS) - How it should look like (software mode) - |
Front Mission fixed by
Note by LibretroAdmin: Seems to have fixed Grandia 2 and Burnout 1 issue too |
Tekken 4 fixed by
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Root-caused the Manhunt issue. I haven't solved it yet. It's a combination of two very difficult issues:
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Gran Turismo 4 (SSAA bug) (UPDATE: FIXED) NOTE: This seems like an SSAA inaccuracy/bug. If I set SSAA mode to native it looks like software mode Messy text What it looks like (parallel-GS) - |
Manhunt is fixed as of:
Both fixes needed. |
Time Splitters fixed in
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Haunting Ground (SSAA bug) (UPDATE: FIXED) NOTE: This seems like an SSAA inaccuracy/bug. If I set SSAA mode to native it looks like software mode How it looks like (parallel-GS) - |
Jade Cocoon 2 fixed now as of commit Arntzen-Software/parallel-gs@2e5cb9d |
Sonic Unleashed SSAA fixed by
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God of War SSAA bug was fixed quite a while ago btw. |
Haunting Ground SSAA issue resolved with
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SSAA UI bugs in Champions of Norrath fixed with
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MotoGP fixed by:
It is broken in GSdx SW as well. The game was also broken on 1x, but I guess it happened to work for you due to race condition. |
First big regression I found since the ssaa-textures branch has been merged (UPDATE: Debatable if it's a regression, see 'EDIT' note below) - Tekken Tag Tournament (NTSC-U) (UPDATE: FIXED) - Character models and all other graphics don't show up. Characters dont show up on char select and after you have selected them and go ingame, you just see black while the sound and input still responds. This happens irregardless of settings. I've tried with SSAA at native, 16x, high-res scanout enabled/disabled, SSAA textures disabled/enabled, etc, it don't matter, result is the same. EDIT: Just noticed PCRTC Anti-blur needs to be turned ON for this game or this behavior happens. It seems the new high-res scanout code doesn't play ball with the sharp backbuffer pnach patches or the widescreen patches I had previously. I might need to take those out of the core and/or find new widescreen codes. |
Tekken 5 (NTSC-U) ((SSAA issue with new SSAA-textures branch merged) (UPDATE: FIXED) Moonlit Wilderness, Secret Garden stages have misaligned postprocessing layers. These glitches used to happen on hardware renderers before per-game hacks were made for them. To test this real quick, go to Practice Mode, select any character and then select these stages. It seems the previous SSAA implementation handled this better. This happens both in the game's normal mode and progressive scan mode. The other stage with a specific postprocessing is Acid Rain but it doesn't look as bad as the previous two. Burning Temple might also need a look, compare the native output vs. SSAA. |
Project Minerva: Professional/Hard Knock High (D3 Publisher games/FMV issue)
Vertical line to the left side when an FMV is playing Another game affected by this:
Most of these seem to be games from the publisher D3 from their Simple 2000 brand of games. |
Shadow of Rome fixed with
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Tekken 4 Training mode (SSAA issue) (UPDATE: FIXED) - look at the outline of these spark effects. NOTE: It's an SSAA issue, it doesn't happen with SSAA set to native. |
Zombie Virus (Europe) (UPDATE: FIXED) Some text characters seem to glitch out. Happens all throughout the game. It's not an SSAA issue, I tried with SSAA set to Native as well. Doesn't happen with software renderer. How it looks like (parallel-gs) [You can't see it in this screenshot but in realtime you will see some of the characters glitch out.] - How it's supposed to look like (software mode) - |
Ridge Racer V (SSAA issue) (UPDATE: FIXED) Intro is bugged in high-res scanout mode. Note that the intro is even more bugged in GSdx at non-native resolutions, so some weird trick is being done in this intro. UPDATE: Made a big discovery here. There is a pnach patch out there for the Japanese version of the game which apparently disables a postprocessing effect the game only uses in this intro scene. It's some kind of blue-ish filter. As you can see the weird scanline effect is gone and it renders then, however the textures seem all messed up. pnach patch (4F9C7FCF.pnach) -
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Vampire Panic (SSAA issue) - This issue has been around for a while. Look at the video to see the issue - |
Virtua Fighter 4 (UPDATE: FIXED) Startup screen. Weird inaccuracy here. Software renderer and parallel-gs are both bugged here and show this stripe in the middle of the dialog screen. However, the gsdx hardware renderers get it right. This happens on parallel-gs with both SSAA set to native and/or enabled. |
Haven: Call of the King (UPDATE: FIXED) Some kind of weird blocky artefacts in the game's realtime introduction screens. Start a new game and fast forward until you get to this part. This is the software renderer which renders it correctly. https://pixeldrain.com/u/yLCFxzzF This is parallel-gs which renders it incorrectly. This happens with SSAA set to native as well as with SSAA enabled. |
Metal Gear Solid 3 (both Subsistence and Snake Eater) - SSAA issue (UPDATE: FIXED) This seems like a regression. Performance also fell off a cliff in these scenes. |
Parappa The Rapper 2 (SSAA issue) Intro screen has a white line at the top right side of the screen |
Games with graphical issues remaining:
** Games with issues remaining:**
Games with SSAA bugs remaining:
Intel iGPU (HD 770) Bugs
UPDATE: Bug is gone, it's just not fullspeed and probably will never be due to bad compute performance.
Games that are unplayably slow with parallel-GS - sub-fullspeed -
Tested on i9 13900k + RTX 4090:
LEGEND:
Games that are very expensive with parallel-GS and SSAA
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