[GH-ISSUE #5001] DTM Race Driver 3; Toca 2 Graphic Problems #2095

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opened 2026-03-18 07:16:12 +03:00 by kerem · 46 comments
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Originally created by @zschigi2 on GitHub (Jan 4, 2014).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/5001

in DTM Race Driver 3 and Toca 2 there are massive Graphic Problems ingame

(some kind of scan lines over the game-graphics)

Originally created by @zschigi2 on GitHub (Jan 4, 2014). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/5001 in DTM Race Driver 3 and Toca 2 there are massive Graphic Problems ingame (some kind of scan lines over the game-graphics)
kerem 2026-03-18 07:16:12 +03:00
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@dbz400 commented on GitHub (Jan 4, 2014):

Can you post the screenshot ?

<!-- gh-comment-id:31574765 --> @dbz400 commented on GitHub (Jan 4, 2014): Can you post the screenshot ?
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@zschigi2 commented on GitHub (Jan 4, 2014):

screen00000

yes :-)

<!-- gh-comment-id:31574864 --> @zschigi2 commented on GitHub (Jan 4, 2014): ![screen00000](https://f.cloud.github.com/assets/5903251/1844375/682083ee-7523-11e3-8474-2996eafc76d3.jpg) yes :-)
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@dbz400 commented on GitHub (Jan 4, 2014):

How about in software rendering mode ?

<!-- gh-comment-id:31574882 --> @dbz400 commented on GitHub (Jan 4, 2014): How about in software rendering mode ?
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@zschigi2 commented on GitHub (Jan 4, 2014):

in software rendering mode i only get a black screen...

<!-- gh-comment-id:31574962 --> @zschigi2 commented on GitHub (Jan 4, 2014): in software rendering mode i only get a black screen...
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@dbz400 commented on GitHub (Jan 4, 2014):

Okay i can reproduce it now in both GLES and softgpu

screen00221
screen00222

<!-- gh-comment-id:31575433 --> @dbz400 commented on GitHub (Jan 4, 2014): Okay i can reproduce it now in both GLES and softgpu ![screen00221](https://f.cloud.github.com/assets/3000282/1844448/52880164-7529-11e3-87d8-0d7baaace10e.jpg) ![screen00222](https://f.cloud.github.com/assets/3000282/1844449/5565c790-7529-11e3-8c9a-e56aaddc1103.jpg)
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@unknownbrackets commented on GitHub (Jun 9, 2014):

Has this improved with simulate block transfers?

-[Unknown]

<!-- gh-comment-id:45455008 --> @unknownbrackets commented on GitHub (Jun 9, 2014): Has this improved with simulate block transfers? -[Unknown]
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@zschigi2 commented on GitHub (Jun 9, 2014):

unfortunately it does not. the problems are still the same. (tested on my s3)

<!-- gh-comment-id:45465156 --> @zschigi2 commented on GitHub (Jun 9, 2014): unfortunately it does not. the problems are still the same. (tested on my s3)
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@unknownbrackets commented on GitHub (Jun 9, 2014):

Does it have the same problems on Windows? Maybe it's an armjit bug. Would help to narrow it down.

-[Unknown]

<!-- gh-comment-id:45466047 --> @unknownbrackets commented on GitHub (Jun 9, 2014): Does it have the same problems on Windows? Maybe it's an armjit bug. Would help to narrow it down. -[Unknown]
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@zschigi2 commented on GitHub (Jun 9, 2014):

it´s the same on windows... :-(

<!-- gh-comment-id:45468833 --> @zschigi2 commented on GitHub (Jun 9, 2014): it´s the same on windows... :-(
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@unknownbrackets commented on GitHub (Jul 20, 2014):

Can you try to find the problem on Windows using the GE debugger?

https://github.com/hrydgard/ppsspp/wiki/How-to-find-a-graphic-issue-with-the-GE-debugger

-[Unknown]

<!-- gh-comment-id:49538097 --> @unknownbrackets commented on GitHub (Jul 20, 2014): Can you try to find the problem on Windows using the GE debugger? https://github.com/hrydgard/ppsspp/wiki/How-to-find-a-graphic-issue-with-the-GE-debugger -[Unknown]
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@zschigi2 commented on GitHub (Jul 20, 2014):

if i follow the instructions i get these:
debug

<!-- gh-comment-id:49538560 --> @zschigi2 commented on GitHub (Jul 20, 2014): if i follow the instructions i get these: ![debug](https://cloud.githubusercontent.com/assets/5903251/3636661/268345f8-0fd7-11e4-930b-d9b3427f2349.JPG)
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@unknownbrackets commented on GitHub (Jul 20, 2014):

Well, the goal is to find it when the GE debugger is drawing the thing that shows up wrong. In your screenshot, it seems to be drawing some sliver in a separate framebuffer... this is interesting (btw, you are using buffered rendering, right?), but it doesn't really show what's causing this graphical issue.

Keep pressing step prim until you start to see the correct graphics. It highlights in red the part it's about to draw (as in your screenshot.)

-[Unknown]

<!-- gh-comment-id:49538686 --> @unknownbrackets commented on GitHub (Jul 20, 2014): Well, the goal is to find it when the GE debugger is drawing the thing that shows up wrong. In your screenshot, it seems to be drawing some sliver in a separate framebuffer... this is interesting (btw, you are using buffered rendering, right?), but it doesn't really show what's causing this graphical issue. Keep pressing step prim until you start to see the correct graphics. It highlights in red the part it's _about_ to draw (as in your screenshot.) -[Unknown]
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@zschigi2 commented on GitHub (Jul 20, 2014):

this time with buffered rendering on:
debug2
debug3

<!-- gh-comment-id:49539250 --> @zschigi2 commented on GitHub (Jul 20, 2014): this time with buffered rendering on: ![debug2](https://cloud.githubusercontent.com/assets/5903251/3636748/57afd9ec-0fdd-11e4-8a0f-f39c203555f9.JPG) ![debug3](https://cloud.githubusercontent.com/assets/5903251/3636749/593d7256-0fdd-11e4-92de-83565a2aafba.JPG)
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@unknownbrackets commented on GitHub (Jul 20, 2014):

Okay, but those are just it drawing the screen still, right?

It's gonna spend a lot of time doing that, you can try pressing "Step Tex" if you're impatient, but if you pass where it draws the graphical glitches you have to press "Step Frame" and start over.

-[Unknown]

<!-- gh-comment-id:49539396 --> @unknownbrackets commented on GitHub (Jul 20, 2014): Okay, but those are just it drawing the screen still, right? It's gonna spend a lot of time doing that, you can try pressing "Step Tex" if you're impatient, but if you pass where it draws the graphical glitches you have to press "Step Frame" and start over. -[Unknown]
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@zschigi2 commented on GitHub (Jul 20, 2014):

here we go...
debug4

<!-- gh-comment-id:49540148 --> @zschigi2 commented on GitHub (Jul 20, 2014): here we go... ![debug4](https://cloud.githubusercontent.com/assets/5903251/3636854/7e7fa694-0fe5-11e4-9aab-6efc40b61417.JPG)
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@ppmeis commented on GitHub (Jul 25, 2015):

Tested in latest build. Same status:
image

<!-- gh-comment-id:124907489 --> @ppmeis commented on GitHub (Jul 25, 2015): Tested in latest build. Same status: ![image](https://cloud.githubusercontent.com/assets/4381277/8891522/f10e8cd6-332d-11e5-8ad6-a56093e1c935.png)
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@ppmeis commented on GitHub (Dec 6, 2015):

Tested with latest build. Same status.

<!-- gh-comment-id:162372156 --> @ppmeis commented on GitHub (Dec 6, 2015): Tested with latest build. Same status.
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@unknownbrackets commented on GitHub (Dec 21, 2015):

Are you able to capture when the GE debugger's red overlaps with one of the red lines specifically (e.g. not just the full screen, but is only over the black line, or right at the black line?)

The earlier screenshot looks like a clear and is probably not related.

-[Unknown]

<!-- gh-comment-id:166215827 --> @unknownbrackets commented on GitHub (Dec 21, 2015): Are you able to capture when the GE debugger's red overlaps with one of the red lines specifically (e.g. not just the full screen, but is only over the black line, or right at the black line?) The earlier screenshot looks like a clear and is probably not related. -[Unknown]
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@hrydgard commented on GitHub (Apr 1, 2017):

Probably broken geometry that gets discarded by the real PSP because the coordinates are way outside the guardband, and the PSP doesn't do proper triangle clipping. I'll send a pull request later with an experimental fix for D3D11 but it relies on undefined behaviour in vertex shaders to kill triangles, which isn't very nice. A "correct" fix will need geometry shaders.

<!-- gh-comment-id:290913206 --> @hrydgard commented on GitHub (Apr 1, 2017): Probably broken geometry that gets discarded by the real PSP because the coordinates are way outside the guardband, and the PSP doesn't do proper triangle clipping. I'll send a pull request later with an experimental fix for D3D11 but it relies on undefined behaviour in vertex shaders to kill triangles, which isn't very nice. A "correct" fix will need geometry shaders.
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@unknownbrackets commented on GitHub (Sep 22, 2018):

Hmm, reported that DTM is not fixed in #11393.

A GE dump would be useful.

-[Unknown]

<!-- gh-comment-id:423717868 --> @unknownbrackets commented on GitHub (Sep 22, 2018): Hmm, reported that DTM is not fixed in #11393. A GE dump would be useful. -[Unknown]
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@LunaMoo commented on GitHub (Sep 23, 2018):

Works fine on windows at least, so that report might be another one from android where it might not had enough vertex registers or that's how the "optimization" fixing other games mentioned there is working aka it might be completely disabling the guardband fix.;]

ules00615_00002

<!-- gh-comment-id:423823955 --> @LunaMoo commented on GitHub (Sep 23, 2018): Works fine on windows at least, so that report might be another one from android where it might not had enough vertex registers or that's how the "optimization" fixing other games mentioned there is working aka it might be completely disabling the guardband fix.;] ![ules00615_00002](https://user-images.githubusercontent.com/5485237/45929648-f433e580-bf54-11e8-95f3-2d60e17b1364.jpg)
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@hrydgard commented on GitHub (Sep 23, 2018):

Or forcing the coordinate to NaN isn't doing the right thing on the hardware....

<!-- gh-comment-id:423824114 --> @hrydgard commented on GitHub (Sep 23, 2018): Or forcing the coordinate to NaN isn't doing the right thing on the hardware....
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@marosis commented on GitHub (Sep 28, 2018):

It is working right on every backend? I tested it on OpenGL on android and it is not working for me

<!-- gh-comment-id:425374901 --> @marosis commented on GitHub (Sep 28, 2018): It is working right on every backend? I tested it on OpenGL on android and it is not working for me
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@marosis commented on GitHub (Sep 28, 2018):

screenshot_20180928-111700

<!-- gh-comment-id:425376015 --> @marosis commented on GitHub (Sep 28, 2018): ![screenshot_20180928-111700](https://user-images.githubusercontent.com/33152267/46199811-43409880-c310-11e8-805a-816cd9c8127b.png)
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@marosis commented on GitHub (Sep 28, 2018):

We need more testers

<!-- gh-comment-id:425377282 --> @marosis commented on GitHub (Sep 28, 2018): We need more testers
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@hrydgard commented on GitHub (Sep 28, 2018):

@unknownbrackets maybe it would help to set all four parts of the position vector to NaN, not just w...

<!-- gh-comment-id:425380517 --> @hrydgard commented on GitHub (Sep 28, 2018): @unknownbrackets maybe it would help to set all four parts of the position vector to NaN, not just w...
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@marosis commented on GitHub (Sep 28, 2018):

Now i tested on latest build if i didn't get Wrong info and yeah STILL SAME status.

<!-- gh-comment-id:425412604 --> @marosis commented on GitHub (Sep 28, 2018): Now i tested on latest build if i didn't get Wrong info and yeah STILL SAME status.
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@hrydgard commented on GitHub (Sep 28, 2018):

Thanks marosis. Stay tuned, I'm going to try my idea in the weekend.

<!-- gh-comment-id:425419745 --> @hrydgard commented on GitHub (Sep 28, 2018): Thanks marosis. Stay tuned, I'm going to try my idea in the weekend.
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@marosis commented on GitHub (Sep 28, 2018):

I will

<!-- gh-comment-id:425425252 --> @marosis commented on GitHub (Sep 28, 2018): I will
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@unknownbrackets commented on GitHub (Sep 28, 2018):

That sounds worth trying. The cull distance extension isn't supported by much other than Adreno, so that probably won't help.

Maybe the other option is to try to set depth to a value that would be (mostly?) clipped and then also discard in the frag shader, but that sounds pretty awful...

-[Unknown]

<!-- gh-comment-id:425444463 --> @unknownbrackets commented on GitHub (Sep 28, 2018): That sounds worth trying. The cull distance extension isn't supported by much other than Adreno, so that probably won't help. Maybe the other option is to try to set depth to a value that would be (mostly?) clipped and then also discard in the frag shader, but that sounds pretty awful... -[Unknown]
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@ghost commented on GitHub (Sep 28, 2018):

This is the only graphics glitch I encounterd in my Mali-450 MP I think it's normal for my GPU same graphics issue in Monster Hunter 3rd HD
screenshot_2018-09-29-01-22-20
screenshot_2018-09-29-01-33-29

<!-- gh-comment-id:425507965 --> @ghost commented on GitHub (Sep 28, 2018): This is the only graphics glitch I encounterd in my Mali-450 MP I think it's normal for my GPU same graphics issue in Monster Hunter 3rd HD ![screenshot_2018-09-29-01-22-20](https://user-images.githubusercontent.com/37603562/46223599-56b92700-c343-11e8-85da-2a20df1726b0.png) ![screenshot_2018-09-29-01-33-29](https://user-images.githubusercontent.com/37603562/46224098-ddbacf00-c344-11e8-9406-141ab550e19d.png)
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@hrydgard commented on GitHub (Sep 29, 2018):

On Mali, those issues are still there underneath even if you use earlier versions with the stripe bug, right? If so they are definitely a separate issue..

<!-- gh-comment-id:425627600 --> @hrydgard commented on GitHub (Sep 29, 2018): On Mali, those issues are still there underneath even if you use earlier versions with the stripe bug, right? If so they are definitely a separate issue..
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@ghost commented on GitHub (Sep 29, 2018):

PPSSPP 1.6.3 Playstore
screenshot_2018-09-29-17-55-03

Yeah separate issue..

<!-- gh-comment-id:425632792 --> @ghost commented on GitHub (Sep 29, 2018): PPSSPP 1.6.3 Playstore ![screenshot_2018-09-29-17-55-03](https://user-images.githubusercontent.com/37603562/46244398-06d37200-c3ce-11e8-8589-02d0f4bfb718.png) Yeah separate issue..
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@ghost commented on GitHub (Oct 7, 2018):

Upon testing in my brother phone Kata Selfie Mali-T720 GPU MT6753 Hardware
screenshot_20181007-104423

But in my Cloudfone Excite Prime Mali-450 MP GPU MT6592 Hardware it's fixed the only issue I have is the small black square that also exist in MH3RD HD :/
screenshot_2018-10-07-10-42-06

<!-- gh-comment-id:427621527 --> @ghost commented on GitHub (Oct 7, 2018): Upon testing in my brother phone Kata Selfie Mali-T720 GPU MT6753 Hardware ![screenshot_20181007-104423](https://user-images.githubusercontent.com/37603562/46577686-c67e8000-c9db-11e8-83c4-6ae8a2df5a22.png) But in my Cloudfone Excite Prime Mali-450 MP GPU MT6592 Hardware it's fixed the only issue I have is the small black square that also exist in MH3RD HD :/ ![screenshot_2018-10-07-10-42-06](https://user-images.githubusercontent.com/37603562/46577709-38ef6000-c9dc-11e8-8ee5-71ae10732432.png)
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@unknownbrackets commented on GitHub (Oct 7, 2018):

I suppose that means Mali-T7xx doesn't support what we're trying to do. The weird thing is the lines are pretty much the same, but maybe it's because they're all nan.

-[Unknown]

<!-- gh-comment-id:427625449 --> @unknownbrackets commented on GitHub (Oct 7, 2018): I suppose that means Mali-T7xx doesn't support what we're trying to do. The weird thing is the lines are pretty much the same, but maybe it's because they're all nan. -[Unknown]
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@marosis commented on GitHub (Oct 11, 2018):

I can confirm it. I have same mali-T720

<!-- gh-comment-id:428903869 --> @marosis commented on GitHub (Oct 11, 2018): I can confirm it. I have same mali-T720
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@MJH1000 commented on GitHub (Oct 13, 2018):

The game can be made playable using this cheat, 'Graphical glitches partial FIX'.

ULES00615.ini

_S ULES-00615
_G DTM Race Driver 3 Challenge [EUR]
_C0 Graphical glitches partial FIX
_L 0xE0018C84 0x000AB7BA
_L 0x200AB7B8 0x34040000
_C0 Graphical glitches NO-FIX [Default]
_L 0xE0013404 0x000AB7BA
_L 0x200AB7B8 0x8C840000
<!-- gh-comment-id:429547097 --> @MJH1000 commented on GitHub (Oct 13, 2018): The game can be made playable using this cheat, 'Graphical glitches partial FIX'. ULES00615.ini ``` _S ULES-00615 _G DTM Race Driver 3 Challenge [EUR] _C0 Graphical glitches partial FIX _L 0xE0018C84 0x000AB7BA _L 0x200AB7B8 0x34040000 _C0 Graphical glitches NO-FIX [Default] _L 0xE0013404 0x000AB7BA _L 0x200AB7B8 0x8C840000 ```
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@marosis commented on GitHub (Oct 13, 2018):

Please do from it for me File. I did TXT, paste code, saved, renamed to ini and it is not working

<!-- gh-comment-id:429576813 --> @marosis commented on GitHub (Oct 13, 2018): Please do from it for me File. I did TXT, paste code, saved, renamed to ini and it is not working
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@marosis commented on GitHub (Oct 18, 2018):

All cheats are working from PPSSPP forum but that your not.

<!-- gh-comment-id:430923206 --> @marosis commented on GitHub (Oct 18, 2018): All cheats are working from PPSSPP forum but that your not.
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@MJH1000 commented on GitHub (Oct 18, 2018):

The cheat does not remove all the graphics glitches, only the worst ones.

<!-- gh-comment-id:430996195 --> @MJH1000 commented on GitHub (Oct 18, 2018): The cheat does not remove all the graphics glitches, only the worst ones.
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@marosis commented on GitHub (Oct 19, 2018):

No. I mean i can't launch it. He is not showing in the emulator

<!-- gh-comment-id:431251939 --> @marosis commented on GitHub (Oct 19, 2018): No. I mean i can't launch it. He is not showing in the emulator
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@benderscruffy01 commented on GitHub (Mar 24, 2019):

can the label android be add as this doesnt happen on windows

<!-- gh-comment-id:475931965 --> @benderscruffy01 commented on GitHub (Mar 24, 2019): can the label android be add as this doesnt happen on windows
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@LunaMoo commented on GitHub (Mar 24, 2019):

No, it will still happen on windows, the feature fixing this issue is disabled on old gpu's. not just mobiles.

<!-- gh-comment-id:475934449 --> @LunaMoo commented on GitHub (Mar 24, 2019): No, it will still happen on windows, the feature fixing this issue is disabled on old gpu's. not just mobiles.
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@benderscruffy01 commented on GitHub (Mar 24, 2019):

ok thanks for that

<!-- gh-comment-id:475934656 --> @benderscruffy01 commented on GitHub (Mar 24, 2019): ok thanks for that
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@unknownbrackets commented on GitHub (Mar 24, 2019):

Maybe it makes more sense to close this and create a new issue (maybe referencing a list of the affected games for searchability) about guard band not working on older devices.

I don't have an affected device currently (except Vivante which can't handle a lot...) but some ideas collected from above:

  • Perhaps set more components of the vert to NAN.
  • Perhaps set w to 0 instead.
  • Perhaps send an interpolated value to the frag shader, and discard when > 0 (won't be perfect, but might be better... that said, speed penalty.)
  • Perhaps handle in software transform path? Maybe bigger speed penalty, and would require non-default setting or something...

-[Unknown]

<!-- gh-comment-id:475968047 --> @unknownbrackets commented on GitHub (Mar 24, 2019): Maybe it makes more sense to close this and create a new issue (maybe referencing a list of the affected games for searchability) about guard band not working on older devices. I don't have an affected device currently (except Vivante which can't handle a lot...) but some ideas collected from above: * Perhaps set more components of the vert to NAN. * Perhaps set w to 0 instead. * Perhaps send an interpolated value to the frag shader, and discard when `> 0` (won't be perfect, but might be better... that said, speed penalty.) * Perhaps handle in software transform path? Maybe bigger speed penalty, and would require non-default setting or something... -[Unknown]
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@ghost commented on GitHub (Aug 9, 2019):

@hrydgard Thanks finally its totally fixed ^^
Screenshot_20190809-223330
•Mali-T720 MT8163 Android Phone Tablet

<!-- gh-comment-id:519945590 --> @ghost commented on GitHub (Aug 9, 2019): @hrydgard Thanks finally its totally fixed ^^ ![Screenshot_20190809-223330](https://user-images.githubusercontent.com/37603562/62787171-bd2bdb80-baf6-11e9-86ec-3e3c55a48e46.png) •Mali-T720 MT8163 Android Phone Tablet
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