[GH-ISSUE #3332] Persona 2 Innocent Sin's UI lines don't work at all resolutions #1394

Open
opened 2026-03-17 22:55:20 +03:00 by kerem · 40 comments
Owner

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.
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

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. ![screen00098](https://f.cloud.github.com/assets/5077063/1013465/05131db4-0b8a-11e3-9e37-b80893105a63.jpg) 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](https://f.cloud.github.com/assets/5077063/1013462/f687425c-0b89-11e3-8cde-7d31961eba99.jpg)
Author
Owner

@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.

<!-- gh-comment-id:23136659 --> @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.
Author
Owner

@internetakias commented on GitHub (Aug 23, 2013):

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

<!-- gh-comment-id:23142989 --> @internetakias commented on GitHub (Aug 23, 2013): Huh. Seems like on Android it's the complete opposite BR off: ![screenshot_2013-08-23-07-27-06](https://f.cloud.github.com/assets/5077063/1014247/8fb5f590-0bad-11e3-8cec-52715ff8e11e.png) Br on: ![screenshot_2013-08-23-07-27-00](https://f.cloud.github.com/assets/5077063/1014249/97b42fa0-0bad-11e3-83e2-bb22681398b6.png)
Author
Owner

@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 ?

<!-- gh-comment-id:23145976 --> @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 ?
Author
Owner

@internetakias commented on GitHub (Aug 23, 2013):

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

<!-- gh-comment-id:23146305 --> @internetakias commented on GitHub (Aug 23, 2013): Yes, both my PC and Galaxy S3 are using the latest build
Author
Owner

@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)

<!-- gh-comment-id:23146589 --> @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)
Author
Owner

@internetakias commented on GitHub (Aug 23, 2013):

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

<!-- gh-comment-id:23147740 --> @internetakias commented on GitHub (Aug 23, 2013): Not really seeing a difference PC: BR OFF ![screen00000](https://f.cloud.github.com/assets/5077063/1014744/659e6f5e-0bc5-11e3-9aed-b52dedaa9535.jpg) BR ON ![screen00001](https://f.cloud.github.com/assets/5077063/1014748/6aed89fe-0bc5-11e3-8654-8ccdbe3bc5df.jpg) ANDROID: BR OFF ![screenshot_2013-08-23-10-25-48](https://f.cloud.github.com/assets/5077063/1014753/a17b5258-0bc5-11e3-929b-b9a19318cd3b.png) BR ON ![screenshot_2013-08-23-10-25-56](https://f.cloud.github.com/assets/5077063/1014754/afdbebfa-0bc5-11e3-8fdd-d81856dd1e6d.png)
Author
Owner

@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 .....

<!-- gh-comment-id:23147960 --> @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 .....
Author
Owner

@internetakias commented on GitHub (Aug 23, 2013):

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

<!-- gh-comment-id:23148068 --> @internetakias commented on GitHub (Aug 23, 2013): Should I try attaching a framedump? Would it help any?
Author
Owner

@dbz400 commented on GitHub (Aug 23, 2013):

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

<!-- gh-comment-id:23148199 --> @dbz400 commented on GitHub (Aug 23, 2013): Btw , we can see the rendering of 'Normal' is also different even stripes are correct .
Author
Owner
<!-- gh-comment-id:23149315 --> @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
Author
Owner

@dbz400 commented on GitHub (Aug 23, 2013):

That would be helpful .Will check it out.

<!-- gh-comment-id:23175113 --> @dbz400 commented on GitHub (Aug 23, 2013): That would be helpful .Will check it out.
Author
Owner

@dbz400 commented on GitHub (Aug 23, 2013):

That would be helpful .Will check it out.

<!-- gh-comment-id:23175152 --> @dbz400 commented on GitHub (Aug 23, 2013): That would be helpful .Will check it out.
Author
Owner

@dbz400 commented on GitHub (Aug 25, 2013):

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

  • Real PSP
    2
    1
  • PPSSPP
    screen00018
    screen00020
<!-- gh-comment-id:23224823 --> @dbz400 commented on GitHub (Aug 25, 2013): Alright .Just able to test it .Looks like bit different indeed. - Real PSP ![2](https://f.cloud.github.com/assets/3000282/1022188/55d67afc-0d6a-11e3-9730-cafd9c9fd721.png) ![1](https://f.cloud.github.com/assets/3000282/1022193/d1bf457c-0d6a-11e3-9973-e581afbecdbf.jpg) - PPSSPP ![screen00018](https://f.cloud.github.com/assets/3000282/1022189/660b9e02-0d6a-11e3-8b9b-3ca861ee3756.jpg) ![screen00020](https://f.cloud.github.com/assets/3000282/1022194/d89a914e-0d6a-11e3-8406-3f08c0b01842.jpg)
Author
Owner

@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 .

<!-- gh-comment-id:23224990 --> @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 .
Author
Owner

@internetakias commented on GitHub (Aug 25, 2013):

v0.9.1-131-g2d89323 64 BIT

<!-- gh-comment-id:23225395 --> @internetakias commented on GitHub (Aug 25, 2013): v0.9.1-131-g2d89323 64 BIT
Author
Owner

@internetakias commented on GitHub (Aug 25, 2013):

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

<!-- gh-comment-id:23225460 --> @internetakias commented on GitHub (Aug 25, 2013): Just tested it out on the 32 bit build, and couldn't notice anything different.
Author
Owner

@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]

<!-- gh-comment-id:23229105 --> @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]
Author
Owner

@dbz400 commented on GitHub (Aug 25, 2013):

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

<!-- gh-comment-id:23237835 --> @dbz400 commented on GitHub (Aug 25, 2013): Humm i just tried v0.9.1-131-g2d89323 64 bit , also cannot see the difference .Strange.
Author
Owner

@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.

<!-- gh-comment-id:23240023 --> @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.
Author
Owner

@dbz400 commented on GitHub (Aug 26, 2013):

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

<!-- gh-comment-id:23249145 --> @dbz400 commented on GitHub (Aug 26, 2013): However , can 131 build still able to produce the following correct one from your system ? ![afdbebfa-0bc5-11e3-8fdd-d81856dd1e6d](https://f.cloud.github.com/assets/3000282/1024514/5996b25c-0e27-11e3-8a05-94fed514b0e8.png)
Author
Owner

@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]

<!-- gh-comment-id:32739298 --> @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]
Author
Owner

@internetakias commented on GitHub (Jan 21, 2014):

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

<!-- gh-comment-id:32833652 --> @internetakias commented on GitHub (Jan 21, 2014): It looks fine on PC, haven't checked on my GS3 yet, though.
Author
Owner

@unknownbrackets commented on GitHub (Jun 8, 2014):

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]

<!-- gh-comment-id:45443672 --> @unknownbrackets commented on GitHub (Jun 8, 2014): For me, this makes it look much more correct on all resolutions: ``` c++ 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]
Author
Owner

@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.

<!-- gh-comment-id:45445186 --> @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.
Author
Owner

@internetakias commented on GitHub (Sep 28, 2014):

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

<!-- gh-comment-id:57084809 --> @internetakias commented on GitHub (Sep 28, 2014): Just a heads up, it seems like this issue is present in the D3D9 backend now ![isd9](https://cloud.githubusercontent.com/assets/5077063/4434299/aea947b0-470f-11e4-80f8-d33dce385d10.PNG)
Author
Owner

@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_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.

<!-- gh-comment-id:194302692 --> @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_1x_ulus10584_00008](https://cloud.githubusercontent.com/assets/17594477/13636809/2cedb96e-e604-11e5-8749-d0603f628e6c.png) OGL, 2xIR: ![ogl_2x_ulus10584_00009](https://cloud.githubusercontent.com/assets/17594477/13636819/38b78e46-e604-11e5-9692-25bd6fa9d425.png) D3D, 1xIR: ![d3d_1x_ulus10584_00010](https://cloud.githubusercontent.com/assets/17594477/13636830/4358c36a-e604-11e5-8e2e-ec3f3e49fce2.png) D3D, 2xIR: ![d3d_2x_ulus10584_00011](https://cloud.githubusercontent.com/assets/17594477/13636838/505f6442-e604-11e5-8c41-c024cd387e7a.png) Basically, it seems to be fine at 2x (and other multiples of 2) in OGL, and at 1x in D3D.
Author
Owner

@Panderner commented on GitHub (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

<!-- gh-comment-id:601061914 --> @Panderner commented on GitHub (Mar 19, 2020): Same happens in Eternal Punishment: ![Screenshot_2020-03-19-16-54-47-70_2f85358b2198d26f8aca533d68bee793](https://user-images.githubusercontent.com/37503397/77049162-8dd13b80-6a02-11ea-833c-d7edea04edbc.png) ![Screenshot_2020-03-19-16-55-33-24_2f85358b2198d26f8aca533d68bee793](https://user-images.githubusercontent.com/37503397/77049177-9295ef80-6a02-11ea-97ab-861aa8113a2e.png) ![Screenshot_2020-03-19-18-21-39-76_2f85358b2198d26f8aca533d68bee793](https://user-images.githubusercontent.com/37503397/77057195-916abf80-6a0e-11ea-9ce8-9bc76ead2a4f.png)
Author
Owner

@hrydgard commented on GitHub (Mar 19, 2020):

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

<!-- gh-comment-id:601085790 --> @hrydgard commented on GitHub (Mar 19, 2020): Yeah, this is an oldie but goodie. Will be fixed if we ever implement #8276 ...
Author
Owner

@unknownbrackets commented on GitHub (Oct 31, 2021):

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

-[Unknown]

<!-- gh-comment-id:955797771 --> @unknownbrackets commented on GitHub (Oct 31, 2021): I haven't tested this, but #15076 may help. -[Unknown]
Author
Owner

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

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

<!-- gh-comment-id:956176819 --> @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** ![Screenshot_2021-11-01-20-03-22-975_org ppsspp ppsspp](https://user-images.githubusercontent.com/37603562/139668691-88f9107a-3c01-413c-87bb-e8db28f480b3.jpg) **PSP** ![Screenshot_2021-11-01-20-02-36-252_com vanced android youtube](https://user-images.githubusercontent.com/37603562/139668716-088df630-cebd-4e9a-97d7-62d1b8f5a84f.jpg)
Author
Owner

@hrydgard commented on GitHub (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).

<!-- gh-comment-id:956275186 --> @hrydgard commented on GitHub (Nov 1, 2021): Nice, looks pretty good! ![image](https://user-images.githubusercontent.com/130929/139686469-9ab62d09-7669-43d5-9e0d-f0fffd70f95a.png) 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).
Author
Owner

@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.

Lines at 3x

-[Unknown]

<!-- gh-comment-id:957142906 --> @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. ![Lines at 3x](https://user-images.githubusercontent.com/191233/139798776-268e2af1-2b8c-45b2-842c-ef81bfbe9151.png) -[Unknown]
Author
Owner

@hrydgard commented on GitHub (Nov 2, 2021):

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

<!-- gh-comment-id:957192103 --> @hrydgard commented on GitHub (Nov 2, 2021): Ah I see, oh yeah, the hatched backgrounds are way better indeed.
Author
Owner

@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):
#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]

<!-- gh-comment-id:960336055 --> @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](https://github.com/hrydgard/ppsspp/files/7471469/3332_ULUS10584_persona2_lines.zip) Correct (PSP): ![#3332_ULUS10584_persona2_lines](https://user-images.githubusercontent.com/191233/140237915-f0fb087a-9b7e-48d6-ae8d-427cf83c4907.png) Software rendering: ![#3332_ULUS10584_persona2_lines_softgpu](https://user-images.githubusercontent.com/191233/140237932-fc759062-aef8-4fd7-b325-a162403e7763.png) GLES/Vulkan (they're pretty much the same): ![#3332_ULUS10584_persona2_lines_vulkan](https://user-images.githubusercontent.com/191233/140237990-b26e7c7c-401d-4d4a-abed-f4346819e8a7.png) As noted in #15091, the diagonal lines are still too think. -[Unknown]
Author
Owner

@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.
Image

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

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

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

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.

<!-- gh-comment-id:2612434737 --> @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. ![Image](https://github.com/user-attachments/assets/e34e9816-6b96-4aaa-b6c1-28a7741bf2c0) Hardware render (at 1x): rendering appears correct to hardware. ![Image](https://github.com/user-attachments/assets/ab183e71-c917-41c2-81c5-d471e89724cf) Software renderer: gradient missing in battle too, commands and other elements otherwise look correct ![Image](https://github.com/user-attachments/assets/10caab8d-1444-47ac-8692-90221c9420a0) Hardware render: glow effect on selected commands appears misshapen, scanlines on turn order doesn't fill sidebar. ![Image](https://github.com/user-attachments/assets/057664f2-f8aa-4864-a228-c26d3cae534a) 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.
Author
Owner

@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.

<!-- gh-comment-id:2612598177 --> @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.
Author
Owner

@hrydgard commented on GitHub (Mar 3, 2025):

a2abf9402b broke line gouraud shading with a logic mistake. fixing.

Moving further work on hardware line drawing to the future.

<!-- gh-comment-id:2693993408 --> @hrydgard commented on GitHub (Mar 3, 2025): a2abf9402bdb180731c99a419efcb67124aa6194 broke line gouraud shading with a logic mistake. fixing. Moving further work on hardware line drawing to the future.
Author
Owner

@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!

<!-- gh-comment-id:2694022815 --> @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!
Author
Owner

@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:
Image
Hardware render, 1x:
Image
Hardware render, 4x:
Image

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.

<!-- gh-comment-id:3472593237 --> @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:** <img width="448" height="128" alt="Image" src="https://github.com/user-attachments/assets/b9da9810-9f34-4422-931a-a2d4e3ff672f" /> **Hardware render, 1x:** <img width="448" height="128" alt="Image" src="https://github.com/user-attachments/assets/10eec0c7-58af-4a2e-982b-3688916afcb3" /> **Hardware render, 4x:** <img width="448" height="128" alt="Image" src="https://github.com/user-attachments/assets/c3976288-1001-490b-a8b8-eef2902f2509" /> **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.
Author
Owner

@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!

<!-- gh-comment-id:3473008739 --> @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!
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
starred/ppsspp#1394
No description provided.