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Full Version: GSDX shadow bug on Direct3D 10.1 and 11 hardware
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Pseudonym reported that his D3D10.1 radeon did not have the shadow issues whilst Rama's D3D10 Geforce did.

After testing this out on the hardware i have available, i have reason to believe that this is a bug in GSDX and not the drivers or hardware.
Using D3D10.1 and 11, the shadows are infact missing, similar to when a user sets skipdraw to 1 in XS1 or one of the alpha related hacks in XS2

I did not take any screenshots on the d3d11 gpu because i can replicate exactly what i saw using the skipdraw hack

Xenosaga 1 is the same in D3D9 on both hardware, demonstrating the same lines in D3D10
On the GTX 275 (D3D9)
[Image: d3d9275.jpg]

On the GT 630m (D3D9 simulated on gtx 275)
[Image: d3d9630.jpg]

on the GTX 275 (D3D10)
[Image: d3d10275.jpg]

On the GT 630m (D3D11 simulated on GTX 275)
[Image: d3d11630.jpg]

XenoSaga 2 however, has the shadows entirely removed in D3D9 (using Alpha Correction (FBA) and 11 where it does not in D3D10.
On the GTX 275 (D3D9)
[Image: d3d9275zfz.jpg]

On the GT 630m (D3D9 simulated on gtx 275)
[Image: d3d9630utu.jpg]

On the HD4000 (D3D9 simulated on gtx 275)
[Image: d3d9630utu.jpg]

on the GTX 275 (D3D10)
[Image: d3d10275scs.jpg]

On the GT 630m (D3D11 simulated on GTX 275)
[Image: d3d10275scs.jpg]

On the HD4000 (D3D11 simulated on GTX 275)
[Image: d3d11630wcw.jpg]
Um, I'll say again: we don't use D3D10.1 features to the best of my knowledge. If different D3D10 GPUs render the same D3D10 commands differently, one is buggy. I'm not necessarily saying that the nvidia cards are buggy, but I have perfect shadows regardless of settings so if my card is buggy it's the luckiest bug in history.

(In short, yes I am saying your gpu or drivers are buggy unless you can provide an alternative cause.)

EDIT: I snapped a little, you're pissing me off by acting like you know what's going on when you don't. As far as I know we aren't using any D3D10.1 features _at all_, let alone without testing for them so it's probably not that. There's some small change to precision requirements in D3D10.1, but it's so minor that I can't see it affecting emulation in a visible way. We may or may not accidentally rely on unspecified behaviour, I don't know. Or it could be an nvidia bug.
THE EXACT SAME BEHAVIOR IS REPRODUCED ON THE D3D10 RADEON 3200HD. Shadows are rendered in the same way as the GTX 275(304.79) on the 3200HD (legacy 12.6 driver.)

Getting snappy isn't going to help any, i just found it surprising that you came across perfectly working shadows and then i run pcsx2 on a gt630m and shadows aren't even appearing. I expected atleast to see the same issue on the 630m with lines appearing in XS1 and the odd squares around the player in XS2

Both Geforce devices are using Release 304 drivers, i've always had the lines on the 275 so took that factor into account.

This may be one of the Feature Level issues Gabest mentioned back in 2010. Something about vendor precision differences?

Ps. yes i've edited this a few times as my rationalism has returned to me.
i need to retest the 630m anyway as it just occured to me that the notebook has a Ivy bridge mobile cpu, with the D3D11 HD4000 igp -_- done

in XS1, KrossX see's the lines on his Radeon 5770 at 3x scale, same as i do.
However, both our cards differ at what vertical scale they start to appear at.

275 and 630m start showing the lines at 1521xWhatever
His starts showing lines when he goes over 1024xWhatever

In XenoSaga 2's case, the squares appear regardles of scale on the 275 and GT630M, and they are also present at native res, while KrossX's image matches Software mode.
Direct3D9 on the 275, 630m and 5770 are all the same matching software mode.

Half offset hack sort of fixes the shadows but introduces a wobble.
Same problem here. Scaling introduces those lines on shadows.
Uhmm... hello...
I just wanted to ask how am I supposed to make the shadow on .hack gu appear?
Thank you in advance
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