Reservoir Dogs bug
#1
Ok, second try. As I was told, I will create a new thread for this issue. Sorry, for ignoring some forum rule about not reviving old threads before.

Reservoir Dogs on PCSX2 creates a glitch when going into "bullet festival" mode.

I just copy & paste relevant information from the old thread here:

My Specs:
Operating System = Microsoft Windows 10 Pro (build 16299), 64-bit
Physical RAM = 16317 MB
CPU name = Intel® Core™ i7-8700K CPU @ 3.70GHz
Vendor/Model = GenuineIntel (stepping 0A)
CPU speed = 3.638 ghz (12 logical threads)
GTX1080 Phoenix GLH

I tried to run this all other settings on default in Hardware OpenGL, D3d9 and D3d11 rendering modes on 1.4.0 stable. All showed the glitch when using bullet festival. What vader20555 hasn't written in an old thread about this: You can get rid of the glitch in software mode. This is of course not desirable because of reduced performance & lack of scaling options.

(The latest nightly pcsx2-v1.5.0-dev-2319-gf6e4a3081 has this game broken in toto, it seems. Colors are messed up all the time, and software mode didn't help in that case).

So is there any way to tweak this game into getting rid of the "bullet festival" glitch in 3d hardware modes? As I have just been using Psx2 for some days now, I'm not too knowledgable about all the other settings.

Here is a link to a dump file I created when this problem happened:

https://www.dropbox.com/s/vhipl0dq5wqaof...h.zip?dl=0
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#2
It looks like typical texture cache issue, those can be quite hard to fix. Based on the dump, even skipdraw doesn't seem to be able to remove the effect.

Did you make the dump in v1.5.0-dev-2319? I did not notice any messed up colors.
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#3
No, that was the "only in bullet festival mode" glitch in stable. That nightly glitch may be a different issue from the get-go.

I'll create a new dump about the "messed up colors all the time" glitch in nightly soon.
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#4
Ok here it is:

https://www.dropbox.com/s/7ggegq94dp8sq4...h.rar?dl=0

Something maybe of interest: I experimented a bit with older versions of pcsx2 and there already seemed to be problems with this game in pcsx2-0.9.8-r4600.
In that vs. the messed up textures/colors went on and off, one second in normal mode, one second messed up like in current nightly all the time.
It seemed to be fixed (besides the glitch in the special "bullet festival" mode in pcsx2-1.0.0-r5350. Maybe that might give the devs some hint what is going on.
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#5
(03-07-2018, 08:01 PM)blam666 Wrote: Ok here it is:

https://www.dropbox.com/s/7ggegq94dp8sq4...h.rar?dl=0

Something maybe of interest: I experimented a bit with older versions of pcsx2 and there already seemed to be problems with this game in pcsx2-0.9.8-r4600.
In that vs. the messed up textures/colors went on and off, one second in normal mode, one second messed up like in current nightly all the time.
It seemed to be fixed (besides the glitch in the special "bullet festival" mode in pcsx2-1.0.0-r5350. Maybe that might give the devs some hint what is going on.
It's what I kind of expected based on the results of the first dump, it turns out the color issue is not related to GSdx, but a PCSX2 core issue (regression).

To look further into this issue we will need a blockdump. You will need to use v1.5.0-dev-2319. In PCSX2 go to the Debug menu and enable "Create Blockdump".
Then fast boot the game and go the quickest route to a location in the game where the issue is visible. You cannot use savestates or use a level that requires a memory card save to access. As soon as the issue is visible, close down PCSX2. The blockdump should now be in your main PCSX2 folder. And be sure to disable "Create Blockdump" afterwards.
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#6
Of course, I'll try to do that in an hour, if I don't find the time, tomorrow. Thanks for looking into this!
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#7
Luckily I could give it a minute, here it is:

https://www.dropbox.com/s/cv431yksbzkhcx...p.rar?dl=0
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#8
Thanks for the blockdump. I tracked down the color regression issue, it was caused by a very recent commit: https://github.com/PCSX2/pcsx2/commit/f7...296dd8bd6c

Hopefully it will be fixed soon. The GSdx issue will probably take longer to fix. I might have a look at it this weekend. If it's not easy to fix, it should be possible to remove the effect for now.
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#9
Just about to look in to it
[Image: ref-sig-anim.gif]

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#10
Cool. looking forward to see what you guys will find out.

Thanks again.
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