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[GH-ISSUE #3058] (Android) Depth glitch in KHBBS when Buffered rendering #1260
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Originally created by @Fei-Lix on GitHub (Aug 5, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/3058
This depth issue was already old and i just got to report it now because I got no time to post it. Anyway, this issue only occurs in Android. My android smartphone is Xperia S and its specifications: Adreno 220 GPU and 1.5GHz Dual core "Scorpion".
Non-buffered rendering shows a correct depth:

Buffered Rendering shows an incorrect depth:

@dbz400 commented on GitHub (Aug 5, 2013):
Does it mean PC one renders perfectly fine ?
@Fei-Lix commented on GitHub (Aug 5, 2013):
yea
@dbz400 commented on GitHub (Aug 5, 2013):
I see. Wondering if it is depth issue or just missing texture rendering
@Fei-Lix commented on GitHub (Aug 5, 2013):
well, i think its a depth, because polygons/objects were only visible when the character is near around it. correct me if im wrong
@dbz400 commented on GitHub (Aug 5, 2013):
I see. Humm , bit strange .I'll take a look tonight.
@Fei-Lix commented on GitHub (Aug 5, 2013):
sure, take your time :)
@adriandennis17 commented on GitHub (Aug 5, 2013):
For me on my DROID 3 playing DBZ shin budokai
i had missing objects from the background stage, but disabling mipmapping
Fix the missing background objects,
@RinkuFo if you disable mipmapping, what changes do you get
@Fei-Lix commented on GitHub (Aug 6, 2013):
@adriandennis17 nah it didn't change any
@dbz400 commented on GitHub (Jan 5, 2014):
Is this issue still happen ?
@Fei-Lix commented on GitHub (Jan 8, 2014):
@raven02 indeed yes
@dbz400 commented on GitHub (Jan 12, 2014):
@RinkuFO , can you share a savestate here ?
@Fei-Lix commented on GitHub (Jan 12, 2014):
@raven02 sure, i brb
EDIT: about that.. is ur KHBBS is a USA or JPN?
EDIT2: Well here's the savestate of USA version, ask me if u need JPN version.
http://www8.zippyshare.com/v/26860787/file.html
@VIRGINKLM commented on GitHub (Jan 13, 2014):
All versions get affected by it btw, US/EU/JP/FM+. If you want any savestate from any of those, just tell me.
@dbz400 commented on GitHub (Jan 13, 2014):
Thanks @RinkuFO .Will test it out
@Fei-Lix commented on GitHub (Jan 13, 2014):
@raven02 you're welcome, take your time and hoping that you'll discover something interesting :)
@dbz400 commented on GitHub (Jan 13, 2014):
Humm i got an error loading it up . @RinkuFO , can you take one from latest build ?
@Fei-Lix commented on GitHub (Jan 15, 2014):
@raven02 sorry for a long time no response..
this time i used build v0.9.6-442
here you go! and good luck ;)
http://www8.zippyshare.com/v/58028286/file.html
@dbz400 commented on GitHub (Jan 15, 2014):
Thanks .let me test it out again
@dbz400 commented on GitHub (Jan 15, 2014):
Humm same error message ......strange.
@Fei-Lix commented on GitHub (Jan 16, 2014):
@raven02 must be because of the savestate saved by Android and you'll get an error (which it does not recognize it) if you used the savestate by android using windows?
@dbz400 commented on GitHub (Jan 16, 2014):
I uses it on windows .I will try it on android
@Fei-Lix commented on GitHub (Jan 16, 2014):
okay take your time ^_^
also just incase you get an error again, might be your settings didnt satisfied due to my settings are different as urs?
here's the significant settings on my android.....
Graphics:
Mode = Buffered
Mipmapping = On
=Performance=
ENABLED: Hardware Transform, Software Skinning, Vertex Cache, Lazy texture caching, Retain changed textures
=Hack settings=
Texture coord speedhack = On
...................................................
System:
=Emulation=
Fastmem = On
CPU clock = 333
...the other option that i have not mentioned means it is not rly a significant effect and others are unchecked.
@thedax commented on GitHub (Jul 31, 2014):
Is this still happening in the newest builds?
@Fei-Lix commented on GitHub (Aug 1, 2014):
@thedax I will test it out for a sec.
@Fei-Lix commented on GitHub (Aug 1, 2014):
It seems still happening in the newest build
@unknownbrackets commented on GitHub (Mar 2, 2015):
Just to be clear, this doesn't happen with buffers disabled, right?
Does this also happen with completely default settings - no speedhacks or etc.?
It may be a situation where it's relying on depth being copied between buffers. Does this also happen on any GLES3 device?
-[Unknown]
@Fei-Lix commented on GitHub (Mar 31, 2015):
@unknownbrackets
sorry late response. I was busy from few months ago.
Wait, I'll try it again... I think I remember that I already tested it w/o any hack options.. but I'll retest again today.
@Fei-Lix commented on GitHub (Mar 31, 2015):
Back..
I reinstalled with the newest build and it seems the problem was still occuring. Even though I already turn-off the speedup options such as Lazy textures, Retain changed, coord speedhack, etc
@ofry commented on GitHub (May 2, 2015):
Just for comment. I have same troubles even in start game Kingdom Hearts: Birth by Sleep Final Mix (ULJM05775).
Screen:

UPD: I think it was fixed, because I started new game and watched all videos. But other bugs still remain.
@ofry commented on GitHub (Jul 6, 2015):
After all videos in starting game I will see black screen if I switch to unbuffered rendering and turn back to buffered rendering.
This is unbuffered rendering:

@ofry commented on GitHub (Jul 17, 2015):
Now my issue with buffered rendering has solved after v1.0.1-769-gc4ea4e3
Please test it on Android smartphones...
@thedax commented on GitHub (Sep 17, 2015):
@LinkEP or anyone else experiencing the depth issues: does this still happen in the latest git builds from the buildbot?
@unknownbrackets commented on GitHub (Jan 18, 2016):
I wonder if this could even be the lack of depth blitting?
-[Unknown]
@ppmeis commented on GitHub (Feb 3, 2016):
Tested with latest build. It works fine on my OnePlus Two:

@unknownbrackets commented on GitHub (Feb 4, 2016):
Okay, will close. Can reopen if anyone who was previously experiencing the issue says it's still not working on GLES2 devices.
-[Unknown]