Skip to content
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

Street Riders - Graphics flickering and other issues #14746

Closed
5 tasks done
ghost opened this issue Aug 20, 2021 · 13 comments
Closed
5 tasks done

Street Riders - Graphics flickering and other issues #14746

ghost opened this issue Aug 20, 2021 · 13 comments
Labels
Depth / Z Issue involves depth drawing parameters. Guardband / Range Culling Involves vertices outside fustrum.
Milestone

Comments

@ghost
Copy link

ghost commented Aug 20, 2021

Game or games this happens in

ULES00276 - Street Riders

What area of the game / PPSSPP

In-game when you are racing you could see that graphics sometimes flicker and that lights are misplaced or bleed over.
Reported this as a Vulkan issue but it appears on every backend (except OpenGL because I don't use it).
Screenshots:
image
image

What should happen

The graphics should be well and without issue.

Logs

No response

Platform

Windows

Mobile phone model or graphics card

Intel UHD 620

PPSSPP version affected

1.11.3-1134

Last working version

No response

Graphics backend (3D API)

Vulkan

Checklist

  • Test in the latest git build in case it's already fixed.
  • Search for other reports of the same issue.
  • Try resetting settings or older versions and include if the issue is related.
  • Try without any cheats and without loading any save states.
  • Include logs or screenshots of issue.
@unknownbrackets unknownbrackets added the Depth / Z Issue involves depth drawing parameters. label Aug 22, 2021
@unknownbrackets
Copy link
Collaborator

Can you include a GE frame dump? My guess is this involves culling.

-[Unknown]

@unknownbrackets unknownbrackets added the Guardband / Range Culling Involves vertices outside fustrum. label Aug 22, 2021
@hrydgard
Copy link
Owner

I would bet this is two separate issues (far lights bleeding through, vs culled polygons at the edge of the screen).

@hrydgard hrydgard added this to the v1.13.0 milestone Aug 22, 2021
@ghost
Copy link
Author

ghost commented Aug 26, 2021

Well I did 2 recordings because I was not sure if I reproduced it correctly on the first one.
street riders.zip

@hrydgard hrydgard modified the milestones: v1.13.0, v1.12.0, Future-Prio Aug 26, 2021
@unknownbrackets
Copy link
Collaborator

Well I did 2 recordings because I was not sure if I reproduced it correctly on the first one.
street riders.zip

Unfortunately, these frame dumps don't contain any drawing commands. Please make sure frameskip is disabled while making the GE frame dump.

I'm hopeful this may be related to the changes being discussed in #12058, and a frame dump would help verify this and ultimately the fix.

-[Unknown]

@ghost
Copy link
Author

ghost commented Sep 9, 2021

OK here is take 2.
street riders.zip

@ghost
Copy link
Author

ghost commented Sep 24, 2021

Tried the latest dev builds and it doesnt seems like anything changed...
If it helps , the game seems like a almost direct PS2 port of a game called 187 Ride or Die.

@ghost
Copy link

ghost commented Oct 8, 2021

Add this game to DisableRangeCulling compat.ini fixes the flickering issue.

DisableRangeCulling OFF

screen_flickering.mp4

DisableRangeCulling ON

no_screen_flickering.mp4

Remaining issue is depth/Z that could possibly fixed by #14833?

@ghost
Copy link
Author

ghost commented Feb 9, 2022

Slightly unrelated but I think that DisableRangeCulling ON needs to be applied to TOCA Race Driver 3 as well because it also exhibits a similar issue here (I didn't try it though but maybe @gamemulatorer could).

@unknownbrackets
Copy link
Collaborator

DisableRangeCulling no longer does anything on most devices outside Mali and Apple, iirc. I thought Intel supported the culling features. Outside those devices, I would expect the missing panels no longer to be an issue.

Is this still an issue with Vulkan and GL? Do you have shaderClipDistance and shaderCullDistance (Vulkan) or GL_ARB_cull_distance (GL)?

-[Unknown]

@ghost
Copy link
Author

ghost commented Jul 17, 2022

Seems like some of the graphics are fine now last I tried.
The lighting issues still appear though.

@ghost
Copy link
Author

ghost commented Jul 22, 2022

Others have reported me that if you got an NVIDIA GPU the game seems to be slower by a lot of frames.
Getting 10-20 frames.
I am on an AMD GPU and the game runs fine (althought on LInux) so I wonder if its a driver issue...

@ghost
Copy link

ghost commented Jul 31, 2022

The light misplace is finally fixed now!
PPSSPP v1.13.1-63
Screenshot_2022-07-31-20-16-59-751_org ppsspp ppsspp

PPSSPP v1.13.1 Stable
Screenshot_2022-07-31-20-16-43-213_org ppsspp ppssppgold

Fixed by 8260b46

@hrydgard hrydgard modified the milestones: Future-Prio, v1.14.0 Jul 31, 2022
@hrydgard
Copy link
Owner

Great, thanks for testing!

I'm gonna close this issue because I believe the other bug was already fixed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Depth / Z Issue involves depth drawing parameters. Guardband / Range Culling Involves vertices outside fustrum.
Projects
None yet
Development

No branches or pull requests

2 participants