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Emulator Issues #11458

open

Shadow the Hedgehog graphical anomaly: eyelids

Added by InfiniteJosh almost 6 years ago. Updated over 3 years ago.

Status:
Work started
Priority:
Normal
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-14812

Description

Game Name?

Shadow the Hedgehog

Game ID? (right click the game in the game list, properties, info tab)

GUPE8P

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

fc936c9b0144c925b45b805fd39da2ac

What's the problem? Describe what went wrong.

Possibly a minor texture issue that manifests as a light-gray polygon on the corners of the character's eyelids during most in-engine cutscenes while he blinks. Appears to be a misrepresentation of a preexisting, subtler texture.

What steps will reproduce the problem?

Via Story or Library, anomaly can be seen in cinematics before stages Prison Island, Sky Troops, Lethal Highway and Cosmic Fall. Also visible in Westopolis' three endings, though not in the cutscene immediately before Glyphic Canyon.

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.

5.0-9132

Is the issue present in the latest stable version?

Yes, 5.0

If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: https://wiki.dolphin-emu.org/index.php?title=FifoPlayer

Shots from a GameCube at left, Dolphin at right

Shots from a GameCube at left, Dolphin at right

What are your PC specifications? (CPU, GPU, Operating System, more)

Intel Core i7-4770, Nvidia GeForce GTX 645, Windows 8.1, 12 GB RAM.


Files

Shadow-Combined-Text.jpg (202 KB) Shadow-Combined-Text.jpg Shots from a GameCube at left, Dolphin at right InfiniteJosh, 11/17/2018 07:17 PM
Test2-Obj37.zip (431 KB) Test2-Obj37.zip Taken from pre-Cosmic Fall scene InfiniteJosh, 11/23/2018 03:56 PM

Related issues 2 (0 open2 closed)

Related to Emulator - Emulator Issues #12609: Shadow the Hedgehog eyelids still render incorrectly on D3D11/D3D12 with ubershadersFixed

Actions
Has duplicate Emulator - Emulator Issues #9603: Shadow the Hedgehog: closed eyes get displayed wrong in cutsceneDuplicate

Actions
Actions #1

Updated by JMC4789 almost 6 years ago

Looks like some kind of blending issue - does the issue happen in the software renderer (I recommend using a savestate at the exact moment and loading it in the software renderer.)

Actions #2

Updated by Techjar almost 6 years ago

The fifolog would probably be useful here as well.

Actions #3

Updated by InfiniteJosh almost 6 years ago

JMC4789 wrote:

...does the issue happen in the software renderer...

Yes.

Techjar wrote:

The fifolog would probably be useful here as well.

Here. The "problem" object appears to be number 37.

Actions #4

Updated by JMC4789 almost 6 years ago

  • Status changed from New to Accepted
  • Assignee set to Stenzek

Confirmed. Got a minute, Stenzek?

Actions #5

Updated by Billiard26 almost 6 years ago

  • Has duplicate Emulator Issues #9603: Shadow the Hedgehog: closed eyes get displayed wrong in cutscene added
Actions #6

Updated by Miksel12 about 4 years ago

Seems related to: https://bugs.dolphin-emu.org/issues/10346
Maybe worth trying a pre tev-fixes build to confirm that.

Actions #7

Updated by InfiniteJosh almost 4 years ago

Still occurred in 4.0-1146 with all default settings. The issue linked above implies that TEV Fixes New was implemented in 4.0-1192, right?

Actions #8

Updated by JMC4789 over 3 years ago

  • Assignee changed from Stenzek to pokechu22

Needs to be looked into on the HW fifoplayer

Actions #9

Updated by flacs over 3 years ago

  • Status changed from Accepted to Fix pending
Actions #10

Updated by pokechu22 over 3 years ago

  • Status changed from Fix pending to Fixed
  • Fixed in set to 5.0-14812

https://dolphin-emu.org/download/dev/c9c5f7a89c3f9a678d893560c906f00263ceb9de/

There is a residual issue when using D3D11/D3D12 with ubershaders, but this can be avoided by not using ubershaders (or using hybrid ubershaders) or by using a different backend: #12609

Actions #11

Updated by pokechu22 over 3 years ago

  • Related to Emulator Issues #12609: Shadow the Hedgehog eyelids still render incorrectly on D3D11/D3D12 with ubershaders added
Actions #12

Updated by AdmiralCurtiss over 3 years ago

I object to calling this fixed, the rendered result is still different when comparing the hardware render and the Dolphin render side-by-side. Yes, it's no longer obviously wrong, but something is still clearly different with the lighting/normal calculation.

Actions #13

Updated by pokechu22 over 3 years ago

I suspect that the difference is just Dolphin handling rasterization differently, but I can probably test by hex-editing the fifolog to use 1 instead of NaN and seeing if it renders the same way on console (and in Dolphin).

Actions #14

Updated by JMC4789 over 3 years ago

  • Status changed from Fixed to Work started
  • Assignee deleted (pokechu22)

I'll mark this as work-started but leaved the fixed in set for now until we get a definitive response.

I think the big motivation to merging it was to see if we could get some more cases.

Actions #15

Updated by pokechu22 over 3 years ago

  • Assignee set to pokechu22

There is indeed still a difference which doesn't happen on console if the fifolog is hex-edited to use 1 instead of NaN: https://github.com/dolphin-emu/dolphin/pull/9928#issuecomment-893043811

Actions #16

Updated by JMC4789 over 3 years ago

Is it related to the NaN issue though? It doesn't seem to be.

Actions #17

Updated by pokechu22 over 3 years ago

Yes, as the different offset happens when the coordinate is NaN (and not when it is 1). It's different from the solid color behavior, but it's still an issue related to handling of NaN.

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