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[GH-ISSUE #3332] Persona 2 Innocent Sin's UI lines don't work at all resolutions #1394
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Originally created by @internetakias on GitHub (Aug 23, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/3332
When BR's off the stripes that make up the backgrounds of certain UI elements are being spaced out correctly.


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.
@bonquacks commented on GitHub (Aug 23, 2013):
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 commented on GitHub (Aug 23, 2013):
Huh. Seems like on Android it's the complete opposite


BR off:
Br on:
@dbz400 commented on GitHub (Aug 23, 2013):
I think it may be related to scissor . I may be wrong . Is this tested with latest build ?
@internetakias commented on GitHub (Aug 23, 2013):
Yes, both my PC and Galaxy S3 are using the latest build
@dbz400 commented on GitHub (Aug 23, 2013):
Can you a bit older version of it ? v0.9.1-15-g1ea0cd0 (which is before the scissor fix)
@internetakias commented on GitHub (Aug 23, 2013):
Not really seeing a difference


PC:
BR OFF
BR ON
ANDROID:


BR OFF
BR ON
@dbz400 commented on GitHub (Aug 23, 2013):
It is funny .They are exactly reversed among Android and PC version . Really not much idea what is real cause .....
@internetakias commented on GitHub (Aug 23, 2013):
Should I try attaching a framedump? Would it help any?
@dbz400 commented on GitHub (Aug 23, 2013):
Btw , we can see the rendering of 'Normal' is also different even stripes are correct .
@internetakias commented on GitHub (Aug 23, 2013):
Here are the frame dumps
ON: https://docs.google.com/file/d/0BzC2uL8lp2t-V0doa3Z4c0l3b0E/edit?usp=sharing
OFF: https://docs.google.com/file/d/0BzC2uL8lp2t-NDZuUTgzRko1TlE/edit?usp=sharing
@dbz400 commented on GitHub (Aug 23, 2013):
That would be helpful .Will check it out.
@dbz400 commented on GitHub (Aug 23, 2013):
That would be helpful .Will check it out.
@dbz400 commented on GitHub (Aug 25, 2013):
Alright .Just able to test it .Looks like bit different indeed.
@dbz400 commented on GitHub (Aug 25, 2013):
@internetakias , just wonder which version you are able to reproduce the difference between rendering mode ? as i cannot reproduce it .
@internetakias commented on GitHub (Aug 25, 2013):
v0.9.1-131-g2d89323 64 BIT
@internetakias commented on GitHub (Aug 25, 2013):
Just tested it out on the 32 bit build, and couldn't notice anything different.
@unknownbrackets commented on GitHub (Aug 25, 2013):
Adventures To Go! (which is nowhere as good as a Persona game) also has the "too dark" issue.
-[Unknown]
@dbz400 commented on GitHub (Aug 25, 2013):
Humm i just tried v0.9.1-131-g2d89323 64 bit , also cannot see the difference .Strange.
@internetakias commented on GitHub (Aug 26, 2013):
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 commented on GitHub (Aug 26, 2013):
However , can 131 build still able to produce the following correct one from your system ?

@unknownbrackets commented on GitHub (Jan 20, 2014):
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 commented on GitHub (Jan 21, 2014):
It looks fine on PC, haven't checked on my GS3 yet, though.
@unknownbrackets commented on GitHub (Jun 8, 2014):
For me, this makes it look much more correct on all resolutions:
Lines are pretty uncommon. I wonder if we should/can redo them as polygons to try to get the width more correct...
-[Unknown]
@hrydgard commented on GitHub (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 commented on GitHub (Sep 28, 2014):
Just a heads up, it seems like this issue is present in the D3D9 backend now

@trostboot commented on GitHub (Mar 9, 2016):
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, 2xIR:
D3D, 1xIR:
D3D, 2xIR:
Basically, it seems to be fine at 2x (and other multiples of 2) in OGL, and at 1x in D3D.
@Panderner commented on GitHub (Mar 19, 2020):
Same happens in Eternal Punishment:



@hrydgard commented on GitHub (Mar 19, 2020):
Yeah, this is an oldie but goodie. Will be fixed if we ever implement #8276 ...
@unknownbrackets commented on GitHub (Oct 31, 2021):
I haven't tested this, but #15076 may help.
-[Unknown]
@ghost commented on GitHub (Nov 1, 2021):
Here's the results I don't get the real issue here though 😅
ppsspp v1.12.3-136
Vulkan

PSP

@hrydgard commented on GitHub (Nov 1, 2021):
Nice, looks pretty good!
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).
@unknownbrackets commented on GitHub (Nov 2, 2021):
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.
-[Unknown]
@hrydgard commented on GitHub (Nov 2, 2021):
Ah I see, oh yeah, the hatched backgrounds are way better indeed.
@unknownbrackets commented on GitHub (Nov 4, 2021):
Just to clarify status after that last change, here's a frame dump: #3332_ULUS10584_persona2_lines.zip
Correct (PSP):

Software rendering:

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

As noted in #15091, the diagonal lines are still too think.
-[Unknown]
@Tayruu commented on GitHub (Jan 24, 2025):
I seem to be getting some odd distinctions from what's been mentioned here or elsewhere.
This is version 1.18.1.
Software renderer: gradient fade for the help/explanation/controls area is missing, imperfect outlines on commands.

Hardware render (at 1x): rendering appears correct to hardware.

Software renderer: gradient missing in battle too, commands and other elements otherwise look correct

Hardware render: glow effect on selected commands appears misshapen, scanlines on turn order doesn't fill sidebar.

I would almost use the harder renderer (the higher resolution environment is nice, and doesn't lag like P1P did for some reason), but the battle transitions being broken as per #13079 looks awful, so I've been sticking with software render.
@hrydgard commented on GitHub (Jan 24, 2025):
Thanks for reporting!
The missing gradient is likely due to some missing check in our rectangle drawing optimizations that have been added to the software renderer. I'll look into it soon, definitely before the 1.19 release (spring).
EDIT: Actually, the missing gradient is due to missing gouraud shading on lines, for whatever reason.
There's not really a good definition of line shapes that will work perfectly at higher resolutions when a game really was designed for a specific resolution, the lines interact with the bitmapped neighboring graphics. But it does seem like we could do better there too.
And yes, I know, #13079 is annoying... Will have to take a look at that again too.
@hrydgard commented on GitHub (Mar 3, 2025):
a2abf9402bbroke line gouraud shading with a logic mistake. fixing.Moving further work on hardware line drawing to the future.
@hrydgard commented on GitHub (Mar 3, 2025):
@Tayruu both renderers should now have the worst problems fixed, although some line shaping problems remain in the hardware renderer. Please test!
@Tayruu commented on GitHub (Oct 31, 2025):
@hrydgard oh god I didn't know I got atted I'm sorry I didn't follow up for months uhhhh
I can confirm that on both Software and Hardware on v1.19.3 that gradients, outlines, and scanline texture effects look correct now. The only thing remaining is the odd misshaping with battle commands, but it's pretty minor and really only obvious on say, 4x render.
Software render:



Hardware render, 1x:
Hardware render, 4x:
EDIT: ... actually the more I look at it the more I get the feeling these assets are drawn with in-engine line drawing, as opposed to being texture assets. The reason why the edges look strange is because it's upscaling individual line draws. It's not an emulator problem, it's just the way they designed it makes more sense at a 1-pixel level.
@hrydgard commented on GitHub (Oct 31, 2025):
Yup, that's exactly the problem. We could probably do some adjustment hacks to make these lines look good, but that might make similar lines in other games look worse. The PSP has the hardware capability to draw 1-pixel-wide lines, and knowing exactly what to do with those when rendering at higher resolutions really is content-dependent...
Thanks for reporting the new state!