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Capcom Classics Collection Reloaded graphical glitches in menu #13357
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Will this issue happen what kind of backend? |
recording.ppdmp.zip |
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@Gamemulatorer How about by this data? |
I'm using USA version of this game @nassau-tk. |
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I'm using Realme C2 in OpenGL. |
OK so a PowerVR GE8320. I'll try on a Huawei phone with PowerVR I have later. |
I'm using SONY Xperia SO-02K & RADEON RX5700XT PC. |
@nassau-tk have you tried in all backends? |
Also happen on Mali GPU's |
@Panderner Yes, I tried OpneGL & Vulkan both backends on Xperia. I tested Windows10(64-bit) D3D9 & D3D11 too. ULJM05104_Windows10_64bit_D3D11_OK.zip |
Oh...Yes. OS: Windows10(64-bit) OS: Windows10(32-bit) These spec PC are not happen glitched on the menu screen. Android 9.0 / SD835 / Adreno540 is still happening!! |
I'm come back home and retested on my PC. But, Dump file is not appear glitched. |
@nassau-tk have you tried all other backends on windows? |
Yes,I tested on My PC. I wrote above.
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This glitch is not reproduce on GE debbuging from dump file. |
For me, there's no flicker in the latest git build. It looks fine on all backends except Direct3D 9. It also looks fine on mobile (Adreno.) Direct3D 9 seems to be having trouble due possibly to the default depth value of buffers. It draws the missing rings using a >= depth test, but the depth is flat at -1 (translated from 0 and expressed 16-bit space.) This should clamp, though, since the clamp flag is on. The depth buffer should have zero at this point (it's not getting cleared each frame, though.) But D3D9 has the zero that isn't really zero - the bottom of the 1/4 slice. This makes the "clamp simulation" fail since it's a Since these draws are flat, in theory we could detect they have equal Z and clamp them in the vertices. -[Unknown] |
My Galaxy S20 is still happen the blinking glitch on OpenGL. v1.11.2-75 |
Maybe it's a driver thing and we'll have to round depth values? It is using -[Unknown] |
Here's a working GE dump for USA version |
Does working mean that you see the glitches in when viewing that GE frame dump? -[Unknown] |
Oops, my report is meaning japan ver. 20210216_120245.mp4 |
I tested on my Windows PC again. (Ryzen + RADEON) It still happen the issue on OpenGL. |
This issue is still happening to me on my 730g snapdragon adreno 618 device. Pixel 4a using vulkan backend. I tried using opengl it seems to draw / render mostly accurately but there's still flickering going on. |
If this sorta works with skewed depth (i.e. disabled accurate depth), I assume it's probably that the depth range for both cases gets clamped to 0, so depth is "kinda" clamped. Flicker is probably due to when that range clamping doesn't cause the values to match. Presumably this only works properly where depth clamp is supported. We might be able to rewrite a flat Z, though - there'd be no risk of deforming if it was flat. Anyway, there are more ideas in #11399, iirc. -[Unknown] |
Yes, My Galaxy S20 has a flickering on OpenGL. |
There's a graphical glitches as seen in menu screen in Capcom Classics Collection Reloaded:
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