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Persona 2 Innocent Sin's UI lines don't work at all resolutions #3332

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internetakias opened this issue Aug 23, 2013 · 34 comments
Open

Persona 2 Innocent Sin's UI lines don't work at all resolutions #3332

internetakias opened this issue Aug 23, 2013 · 34 comments
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D3D9 Direct3D 9 D3D11 Direct3D 11 GE emulation Backend-independent GPU issues OpenGL Vulkan
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@internetakias
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When BR's off the stripes that make up the backgrounds of certain UI elements are being spaced out correctly.
screen00098
When any form of BR is turned on however, the spacing gets messed up, causing certain stripes to be spaced further away from each other.
screen00097

@bonquacks
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I noticed it too, but it seems like such a minor issue, considering that it does not affect the playability of the game one way or the other, as compared to the massive transparency issue it had previously which was resolved thanks to @hrydgard

Thanks for the report anyway, this one will take time to fix.

@internetakias
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Huh. Seems like on Android it's the complete opposite
BR off:
screenshot_2013-08-23-07-27-06
Br on:
screenshot_2013-08-23-07-27-00

@dbz400
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dbz400 commented Aug 23, 2013

I think it may be related to scissor . I may be wrong . Is this tested with latest build ?

@internetakias
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Yes, both my PC and Galaxy S3 are using the latest build

@dbz400
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dbz400 commented Aug 23, 2013

Can you a bit older version of it ? v0.9.1-15-g1ea0cd0 (which is before the scissor fix)

@internetakias
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Not really seeing a difference
PC:
BR OFF
screen00000
BR ON
screen00001

ANDROID:
BR OFF
screenshot_2013-08-23-10-25-48
BR ON
screenshot_2013-08-23-10-25-56

@dbz400
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dbz400 commented Aug 23, 2013

It is funny .They are exactly reversed among Android and PC version . Really not much idea what is real cause .....

@internetakias
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Should I try attaching a framedump? Would it help any?

@dbz400
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dbz400 commented Aug 23, 2013

Btw , we can see the rendering of 'Normal' is also different even stripes are correct .

@dbz400
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dbz400 commented Aug 23, 2013

That would be helpful .Will check it out.

1 similar comment
@dbz400
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dbz400 commented Aug 23, 2013

That would be helpful .Will check it out.

@dbz400
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dbz400 commented Aug 25, 2013

Alright .Just able to test it .Looks like bit different indeed.

  • Real PSP
    2
    1
  • PPSSPP
    screen00018
    screen00020

@dbz400
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dbz400 commented Aug 25, 2013

@internetakias , just wonder which version you are able to reproduce the difference between rendering mode ? as i cannot reproduce it .

@internetakias
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v0.9.1-131-g2d89323 64 BIT

@internetakias
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Just tested it out on the 32 bit build, and couldn't notice anything different.

@unknownbrackets
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Adventures To Go! (which is nowhere as good as a Persona game) also has the "too dark" issue.

-[Unknown]

@dbz400
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dbz400 commented Aug 25, 2013

Humm i just tried v0.9.1-131-g2d89323 64 bit , also cannot see the difference .Strange.

@internetakias
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Hmm... Maybe it has to do with the graphics card? I have an AMD Radeon HD 6770. Also, all modes of buffered rendering produce the same result, FYI.

@dbz400
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dbz400 commented Aug 26, 2013

However , can 131 build still able to produce the following correct one from your system ?
afdbebfa-0bc5-11e3-8fdd-d81856dd1e6d

@unknownbrackets
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The lines seem okay on desktop, at least for me, but it's solid if render resolution is set to 2x.

How does this look for you now?

Software rendering looks pretty good now and is not too dark (with #5158.)

Dark issue is already covered by #3379.

-[Unknown]

@internetakias
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It looks fine on PC, haven't checked on my GS3 yet, though.

@unknownbrackets
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For me, this makes it look much more correct on all resolutions:

void FramebufferManager::SetLineWidth() {
#ifndef USING_GLES2
    glEnable(GL_LINE_SMOOTH);
    if (g_Config.iInternalResolution == 0) {
        glLineWidth(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)) + 0.5f);
        glPointSize(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)));
    } else {
        glLineWidth((float)g_Config.iInternalResolution + 0.5f);
        glPointSize((float)g_Config.iInternalResolution);
    }
#endif
}

Lines are pretty uncommon. I wonder if we should/can redo them as polygons to try to get the width more correct...

-[Unknown]

@hrydgard
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hrydgard commented Jun 8, 2014

We can, of course, the same way we deal with rectangles: Software transform them to screen space, then tesselate (make triangles) manually. I don't think it's very well defined what to do at corners of line strips though, the PSP doesn't care about the corner style because there are no more-than-one-pixel-wide lines on it.

@internetakias
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Just a heads up, it seems like this issue is present in the D3D9 backend now
isd9

@trostboot
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This is still present and behaves differently depending on the backend and rendering resolution. Win10, 64bit, v1.2.1-56-gcc4e7c4. AMD R9 270X, 16.2.1 driver.

OGL, 1xIR:
ogl_1x_ulus10584_00008
OGL, 2xIR:
ogl_2x_ulus10584_00009
D3D, 1xIR:
d3d_1x_ulus10584_00010
D3D, 2xIR:
d3d_2x_ulus10584_00011

Basically, it seems to be fine at 2x (and other multiples of 2) in OGL, and at 1x in D3D.

@unknownbrackets unknownbrackets added D3D11 Direct3D 11 D3D9 Direct3D 9 labels May 14, 2017
@unknownbrackets unknownbrackets changed the title Buffered Rendering messes up parts of Persona 2 Innocent Sin's UI Persona 2 Innocent Sin's UI lines don't work at all resolutions May 14, 2017
@Panderner
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Panderner commented Mar 19, 2020

Same happens in Eternal Punishment:
Screenshot_2020-03-19-16-54-47-70_2f85358b2198d26f8aca533d68bee793
Screenshot_2020-03-19-16-55-33-24_2f85358b2198d26f8aca533d68bee793
Screenshot_2020-03-19-18-21-39-76_2f85358b2198d26f8aca533d68bee793

@hrydgard
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Yeah, this is an oldie but goodie. Will be fixed if we ever implement #8276 ...

@unknownbrackets
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I haven't tested this, but #15076 may help.

-[Unknown]

@ghost
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ghost commented Nov 1, 2021

Here's the results I don't get the real issue here though 😅

ppsspp v1.12.3-136

Vulkan
Screenshot_2021-11-01-20-03-22-975_org ppsspp ppsspp

PSP
Screenshot_2021-11-01-20-02-36-252_com vanced android youtube

@hrydgard
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hrydgard commented Nov 1, 2021

Nice, looks pretty good!

image

Maybe not perfect, but not sure it's possible to get it perfect with the information we have from the game (just plain line draw commands).

@hrydgard hrydgard closed this as completed Nov 1, 2021
@unknownbrackets
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I think that part always kinda looked that way (see even first screenshots), it was actually the cross-hatch shaded backgrounds this bug was about.

I'm going to reopen though, the lines need some work at some resolutions.

Lines at 3x

-[Unknown]

@hrydgard
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hrydgard commented Nov 2, 2021

Ah I see, oh yeah, the hatched backgrounds are way better indeed.

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Nov 3, 2021
We want it to consistently go down and right.  This improves Persona 2 UI
significantly (see hrydgard#3332.)
@unknownbrackets
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Just to clarify status after that last change, here's a frame dump: #3332_ULUS10584_persona2_lines.zip

Correct (PSP):
#3332_ULUS10584_persona2_lines

Software rendering:
#3332_ULUS10584_persona2_lines_softgpu

GLES/Vulkan (they're pretty much the same):
#3332_ULUS10584_persona2_lines_vulkan

As noted in #15091, the diagonal lines are still too think.

-[Unknown]

@hrydgard hrydgard modified the milestones: Future, Future-Prio Sep 7, 2023
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