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Emulator Issues #11720

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Baldur's Gate-Dark Alliance Direct3D 11 player model

Added by qqqbbb almost 5 years ago. Updated over 2 years ago.

Status:
New
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:

Description

Game Name?

Baldur's Gate-Dark Alliance USA

Game ID? (right click the game in the game list, Properties, Info tab)

GDEE71

MD5 Hash? (right click the game in the game list, Properties, Verify tab, Verify Integrity button)

3b428c5f5e7f60d1dac28a792d5c0367

What's the problem? Describe what went wrong.

Weapons and clothes on player model in inventory screen turn invisible. In game model is fine.

What steps will reproduce the problem?

Start the game using Direct3D 11 backend and open inventory screen.

*Is the issue present in the latest development version? *

Yes. Tested on 5.0-10161.

Is the issue present in the latest stable version?

v 5.0-5023 does not have this issue.


Files

Actions #1

Updated by JMC4789 almost 5 years ago

Try turning off Defer EFB Copies in the Graphics Settings/Hacks page.

Actions #2

Updated by qqqbbb almost 5 years ago

JMC4789 wrote:

Try turning off Defer EFB Copies in the Graphics Settings/Hacks page.

Did not help.

Actions #3

Updated by JMC4789 almost 5 years ago

Is 5.0-5023 the first build to have this issue or just a random old build? Could you bisect to the exact build that changes behavior if you haven't?

Actions #4

Updated by qqqbbb almost 5 years ago

First build to have this issue is 5.0-5874.

Actions #5

Updated by JMC4789 almost 5 years ago

Uncheck Store XFB Copies to Texture Only

Actions #6

Updated by qqqbbb almost 5 years ago

Here better description of the bug: every second or so items on player model jump to wrong position on the screen for about half a second.

JMC4789 wrote:

Uncheck Store XFB Copies to Texture Only

Did not help.

Actions #7

Updated by JMC4789 almost 5 years ago

That sounds like a texture decoding problem. Does it happen in the other backends or is it just D3D11 only?

Actions #8

Updated by qqqbbb almost 5 years ago

OpenGL does not have this issue. I can't test other backends.

Updated by ZephyrSurfer over 2 years ago

This is a D3D11 only issue.

The bisect here is wrong. The issue only occurs appears when when there is XFB which was defaulted on in that version. The issue does not occur with XFB off or "Immediately Present XFB" enabled.

I bisected it to 5.0-2847 -> https://dolphin-emu.org/download/dev/e99cd57eb3827b246ea712e031bac3ffe92fe109/

Specifically "VideoBackends: Remove depth range clamping hacks." (bde81269130c31c93cbb0f0f3ac8f23560751cac

This same issue also occurs in MotoHeroz with the same bisect and configuration required to see the issue manifest.

Actions #10

Updated by ZephyrSurfer over 2 years ago

To see the issue with the MotoHeroz FIFO log try and resize the window.

You should see some elements scale in unison with the render window and some other elements scale completely differently. The IR scale can also affects the behaviour. "Immediately Present XFB" enabled makes it render as expected. (For some reason Dual Core and Single Core behave different with some of the elements disappearing and reappearing again)

Actions

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