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Emulator Issues #13059

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Transition effects missing [No More Heroes 2]

Added by Maligree about 2 years ago. Updated about 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?

No More Heroes 2: Desperate Struggle

Game ID? (right click the game in the game list, Properties, Info tab)
RUYP99

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

Integrity OK

What's the problem? Describe what went wrong.

The "Stencil" effect on transition screens is missing in all Hardware renderers, instead presenting a plain red (or grey) screen.
Fails in OpenGL, Direct3D 11, Direct 3D 12, Vulkan. Works in Software Renderer.

What steps will reproduce the problem?
Enter a story cutscene (grey) or a 'change location' loading screen (red).

Start a new game and play through the tutorial boss fight. When the boss is at half health, you will enter a cutscene via a grey transition.
To get to a quickly reproducible state:

  • Complete the tutorial boss fight, then save the game at the first opportunity.
  • Exit the save screen / load this save game to trigger a 'red' transition (into a cutscene).
  • At the end of this cutscene it triggers a 'grey' transition into the next cutscene (You can also press start to skip to the next cutscene, which still triggers the 'grey' transition).

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

Yes, 5.0-17467.

Is the issue present in the latest stable version?

Yes, 5.0 Stable.

If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds and anyone who is building Dolphin on their own can use git bisect.)

First broken in 4.0-7630.
Last working in 4.0-7626.

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

See attached.

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

Windows 11 x64, AMD Ryzen 7 3700X 8-Core Processor, MSI NVIDIA GeForce GTX 1060 6GB, 16GB (2x 8GB) 3200MHz DDR4 RAM.

Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)

Save game / save state.


Files

5.0-17467-1.png (15 KB) 5.0-17467-1.png Effect broken (5.0-17467) Maligree, 09/29/2022 07:45 PM
4.0-7626-1.png (84.5 KB) 4.0-7626-1.png Effect working (4.0-7626) Maligree, 09/29/2022 07:45 PM
RUYP99-17467.dff (1.45 MB) RUYP99-17467.dff DFF file Maligree, 09/29/2022 07:46 PM
Actions #1

Updated by JMC4789 about 2 years ago

Enable "Store EFB Copies to RAM" by disabling Store EFB Copies to Texture only.

If that fixes it, then this issue is wontfix. EFB2Tex was working in certain games due to initial memory being setup a certain way, which broke some games and worked for others.

Actions #2

Updated by pokechu22 about 2 years ago

I'll add that using that fifolog on the software renderer or on real hardware with the hardware fifoplayer has the same issue - the broken rendering is baked into it. The software renderer doesn't have an equivalent of "Store EFB Copies to Texture only" - it always uses the emulated RAM.

The wiki does mention that turning "Store EFB Copies to Texture Only" off is needed for post-processing effects to work, which I guess would include this. I'm not sure how significant the performance impact is on this game; if it's not that big then it could be disabled by default via gameini.

Actions #3

Updated by Maligree about 2 years ago

Yes that fix works. Perhaps it could be added to "autoconfig" (gameini) as pokechu22 suggests (even though that's the Wiki page for NMH1, looks like the same setting applies to NMH2).

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