Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
Someone debug GTA with me. He found the root cause of the issue (I don't know why I didn't see it). The issue is quite easy the ps2 uses same buffer as texture and framebuffer. GSdx uses 2 separates buffers. I don't know exactly how to fix it, but I think it is doable. Just need to find a way to separate the draw call.
Posts: 21.718
Threads: 401
Joined: Sep 2013
Reputation:
476
Location: 私の夢の中
06-11-2015, 11:23 AM
(This post was last modified: 06-11-2015, 11:23 AM by Blyss Sarania.)
I noticed it in SO3 that the entire framebuffer gets treated as a texture. I noticed because with bilinear on the ENTIRE SCENE gets a blur, where with it off it doesn't. You have to kinda see it to know what I mean.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
I wil check it. The issue only appears if you read/write the fb in the same draw call. I don't think it is the case for so3
Posts: 21.718
Threads: 401
Joined: Sep 2013
Reputation:
476
Location: 私の夢の中
06-11-2015, 12:46 PM
(This post was last modified: 06-11-2015, 12:46 PM by Blyss Sarania.)
It's not super high priority but basically it means you can have an entirely fuzzy image, or a sharp image with nearest scaled textures that look like crap.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
I know that so3 uses the alpha channel of the fb as a stencil buffer (count the number of hit for each pixels). This part is horrible to emulate. Stencil is not compatible with upscaling/filtering etc...
Posts: 21.718
Threads: 401
Joined: Sep 2013
Reputation:
476
Location: 私の夢の中
06-11-2015, 01:16 PM
(This post was last modified: 06-11-2015, 01:17 PM by Blyss Sarania.)
It needs the Alpha Stencil HW hack for battle shadow to appear right. Without it they look like overlapping polygons. With it they look okay.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
You mean in DX without CRC? Or Dx + CRC + Alpha Stencil Hack. Or openGL?
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
Ok. I asked because I implemented a fix for shadows on openGL (~1 month ago). However I'm not sure it is the same shadows.
Posts: 21.718
Threads: 401
Joined: Sep 2013
Reputation:
476
Location: 私の夢の中
Yeah it was about... a little over that that I was playing, and it was definitely in DX. Anyway, I've been up all night and I gotta crash. I will make test when I awake.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD