my memory might be shoddy here but i want to say constant middle distance z-fighting was less of an issue in older builds of pcsx2. which might just be a consequence of less accuracy in older builds, i suppose, considering the great strides toward accuracy rendering recently
if my memory is correct, my question is: could the more recent extreme z-fighting issues i see in emulation be a consequence of overlooking the ps2's quirks wrt to mipmapping or lack thereof? i would think anyone working on this project is well aware of this but ps2 lacked hardware and SDK support for mipmapping, right? presumably to help with its raw fillrate and transparency bandwidth? you could optionally implement it but most devs didn't, yeah? which is why ps2 had such a rep for aliasing crawling into the distance without mipmaps helping to smooth this out
if that's the case could the emulator's auto-mip mapping be causing more flicker than normal in some games? that said, unchecking in mipmapping in something like vice city does seemingly all of nothing to its flickering
i have some limited/rough and outdated pre-shader opengl standard graphics programming experience, so i have decent conceptual understanding of this stuff and depth buffers and why z-fighting happens, but no super deep knowledge about the nitty gritty of rasterization if some real "to the metal" style graphical issues are happening here during rendering emulation. so i dunno about that stuff, or why 32 bit videocards are a limiting factor as noted here:
PCSX2/pcsx2/issues/3692
but could some combination of an optional forced painter's algorithm and a rethink or reexamination of how the emulator is processing textures into the distance solve a lot of this? does mipmapping interact with depth information? i would think so, i just don't know on the code side personally since i forget and since opengl abstracted much of that from me and largely automated it iirc - presumably still does this
i realize the painter's algorithm is slow. it's not necessarily something you want on by default in emulation, but an option would be cool assuming it would have any affect
edit: another question: are opengl/vulkan or directx driver standards a limiting factor here at all? is there something about the way they render that might subtly influence the way inherently process some depth info or something? i wouldn't think so but i'm also ignorant at this point
if my memory is correct, my question is: could the more recent extreme z-fighting issues i see in emulation be a consequence of overlooking the ps2's quirks wrt to mipmapping or lack thereof? i would think anyone working on this project is well aware of this but ps2 lacked hardware and SDK support for mipmapping, right? presumably to help with its raw fillrate and transparency bandwidth? you could optionally implement it but most devs didn't, yeah? which is why ps2 had such a rep for aliasing crawling into the distance without mipmaps helping to smooth this out
if that's the case could the emulator's auto-mip mapping be causing more flicker than normal in some games? that said, unchecking in mipmapping in something like vice city does seemingly all of nothing to its flickering
i have some limited/rough and outdated pre-shader opengl standard graphics programming experience, so i have decent conceptual understanding of this stuff and depth buffers and why z-fighting happens, but no super deep knowledge about the nitty gritty of rasterization if some real "to the metal" style graphical issues are happening here during rendering emulation. so i dunno about that stuff, or why 32 bit videocards are a limiting factor as noted here:
PCSX2/pcsx2/issues/3692
but could some combination of an optional forced painter's algorithm and a rethink or reexamination of how the emulator is processing textures into the distance solve a lot of this? does mipmapping interact with depth information? i would think so, i just don't know on the code side personally since i forget and since opengl abstracted much of that from me and largely automated it iirc - presumably still does this
i realize the painter's algorithm is slow. it's not necessarily something you want on by default in emulation, but an option would be cool assuming it would have any affect
edit: another question: are opengl/vulkan or directx driver standards a limiting factor here at all? is there something about the way they render that might subtly influence the way inherently process some depth info or something? i wouldn't think so but i'm also ignorant at this point