-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Phantasy Star Portable 2 Floor Clipping #11576
Comments
This would likely be another case of the remaining clipping problem with vertex range culling... We've seen a couple of those (but can't find the latest issue about it, @unknownbrackets can you?) |
Um, this? #11551 |
It could also be the depth hacks this game has, though. I think they are not even needed using "accurate depth". Is this new? -[Unknown] |
@Peduls Is this issue fixed in 1.7.1 build EDIT: Nevermind. Testing myself, the issue still exists after the culling change build. FURTHER EDIT: Proven to not be due to the viewport/depth hack implemented specifically for the game. GE Dump: Screenshot for reference: |
Just to clear things up: this is related to "range culling" and #11551. It has nothing to do with #11593, and definitely wouldn't have been fixed by #11594. Those last two are related to "cull mode flipping", which is unrelated (even though both have "cull" in their name.) I'm not sure it's useful to have this open separately from #11551. #11601 may be a different story, though. -[Unknown] |
The latest developmental build (v1.7.1-219-gd1cf34cdf) fixed the issue in MHP3rdHD but nothing changed for PSP2 so it seems they're unrelated unfortunately. |
Maybe, same problem in MGS:PW? I should seperate issue? GE dump from Android use latest git build (1.7.1-219) |
Any change in the latest builds here or is it still bad? |
The issue still exists in |
Ah. It's possible that v1.7.5-442 might have fixed or improved it. |
450 is up now, please try that. |
Trying with |
Ok, thanks. |
I'm not closing this because I'm not yet positive about the relationship between the depth range hack and vertex range culling, but pushing it to 1.9.0. This is "fixed" for 1.8.0 through the above workaround. |
That's some type of Z fighting (two polygons very close in Z (depth) so they keep hitting almost the same depth values, sometimes one wins, sometimes the other). In this game we enforce a lower depth resolution than PPSSPP would normally use to solve some text issues, not sure if that is contributing here. |
How about this now after #16504 |
Most or all of these clipping issues should be solved now. Please re-open if it isn't, closing. |
What happens?
The floor textures flicker/become invisible when nearing the edge of the screen.
What should happen?
The floor should appear solid near the edge of the screen. I first noticed the issue in v1.7 and is not present in v1.6.3 I'm trying to narrow down which version it is first observed in.
What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.
Operating System
Windows 10 Enterprise 2016 LTSB 64-bit
CPU
Intel Core i7 4790K @ 4.00GHz
Haswell 22nm Technology
RAM
16.0GB Dual-Channel DDR3 @ 799MHz (11-11-11-28)
Motherboard
ASUSTeK COMPUTER INC. Z97-A (SOCKET 1150)
Graphics
Acer S231HL (1920x1080@60Hz)
R240HY (1920x1080@60Hz)
4095MB NVIDIA GeForce GTX 1070 (EVGA)
Storage
465GB Samsung SSD 850 EVO 500GB (SSD)
2794GB TOSHIBA HDWD130 (SATA)
Optical Drives
ASUS DRW-24B1ST j
Audio
High Definition Audio Device
The text was updated successfully, but these errors were encountered: