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[Android] [GLES 2] [Depth/Z] Ys SEVEN (ULUS10551) smoke going through the wall #12964
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@unknownbrackets looks correct on SW rendering mode |
@Gamemulatorer that video source isn't a footage running on a real PSP they running this on a Emulator. |
@unknownbrackets I downloaded my savesdata from here https://gamefaqs.gamespot.com/psp/958946-ys-seven/saves and select Save before last boss. Normal mode. |
Hm. For me, it does look pretty much like the "PSP" area, but it looks the same in Vulkan and OpenGL for me. Here's a dump (you can open this and see it render on your device): -[Unknown] |
how can I open it on my phone using ppsspp? |
Extract the zip somewhere and browse to that folder, same as an iso. It won't have an icon but it should show up. -[Unknown] |
Oh, the smoke is going through the wall? I didn't notice that before, I thought it was about the bottom part. The game draws the smoke to a temporary buffer at 0x000cc000. Then around ~267/312 it draws to the screen, using alpha blend src.a + ONE. Depth clamp enabled but doesn't seem involved. But the source image already seems clipped. It starts drawing that at ~248/312, which is a clear. There it's using depth testing. So it's relying on depth being copied between two framebuffers, which indeed isn't supported in GLES 2.0... -[Unknown] |
I think we can close this, not fixable on ES 2.0 devices.. |
Any games that requires GLES3 to Render Correctly @hrydgard? |
Jeanne d'Arc comes to mind, for the same reason (depth copying.) There might be some with blending issues. -[Unknown] |
how about other games than Jeanne d'Arc? |
Saint Seiya, I believe. At least this game seems to be quite playable even without this effect error. |
What happens?
Idk how exactly to explain properly this issue
but here's a screenshot for comparison
PPSSPP
PSP
Source: https://youtu.be/hW5Wp_WT-PM
What should happen?
No graphics glitch overlay?
What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.
Android 6.0.1
Mali-450 GPU
OpenGL ES 2.0
PPSSPP v1.9.3-941
My Settings
Simulated Block Transfer Effects - ON
Buffered Rendering Mode
Rendering Resolution - x2
Device Resolution - Native
Hardware Transform - ON
Software Skinning - ON
Vertex Cache - OFF
GE Dump
ULUS10551.zip
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