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Emulator Issues #2098

sh shattered memories flashlight Scaling Issue

Added by enofortal about 10 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
GFX
% 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

What steps will reproduce the problem?
1. run silent hill shattered memories in last dolphin revs
2. use lighter and see blak lines

What is the expected output? What do you see instead?
I see black lines when lighter is on.

What version of the product are you using? On what operating system?
rev 4915. core2duo 2,6, 2giga ram, geforce 9600, windows xp, opengl, memory
to texture, with safe texture cache, native resolution.

Please provide any additional information below.


Related issues

Has duplicate Emulator - Emulator Issues #3965: Silent Hill Shattered Memories: many texture problemsDuplicate

Has duplicate Emulator - Emulator Issues #4592: Silent Hill: Shattered Memories Graphic CorruptionDuplicate

History

#1 Updated by gawmir7 about 10 years ago

Confirmed.

#2 Updated by marcel.werner3 about 10 years ago

I haven't played this game yet, but I think I remember that this issue came up with
the same rev that fixed other issues with the flashlight...right? You should add this
to help the devs sort it out. You gotta find out which rev it was, now ;p

#3 Updated by Sylvio.Kurze almost 10 years ago

Tha native mode workes for me with the whitezero build
http://www.mediafire.com/?sharekey=3d1a70be9adb4aaee7ba8e3c6e11ce20a378df934b9a9ae86d217c73094ddc3b

but not any resolution above(as soon swith native off the flashlight gets ugly
stripes or glitches at the side. )
(whitezeros build is still the best that worked for me) (nvidia gtx 260 win7 64bit)

#4 Updated by Anonymous almost 10 years ago

  • Status changed from New to Questionable

Please try to find the revision which caused this...

#5 Updated by enofortal almost 10 years ago

still glitch after 4727...

#6 Updated by enofortal over 9 years ago

no changes yet, although last revs are more fast than previous

#7 Updated by gabrielmorano about 9 years ago

http://img138.imageshack.us/img138/4788/r5wea41.png

here is a picture that shows the problem
this picture was taken with d3d11 (and NO pluggin combination solves it, nor XFB or anything)
The problem is only with flashlight lighting, and it's worst on d3d11, as you can't light pretty much anything (if you try to light something up close all you will see is those black shadows, and using the flash light on far objects you can see things as in the picture)

on d3d9 and OpgenGL light works fine on close, but you will see black shadow bars if you light something further than 2 steps...
there is no way or posible combination that solves it on this pluggins either

this issue was an always bug on every single revision of dolphin, so there is none that broke it... as it was never fixed

the only fix there is is for "whitezeros" r4664 (but it was not a regular revision, as it was a release altered by him to work with this game.)

so issue remains the same up to r6798

#8 Updated by gabrielmorano about 9 years ago

Here is a picture of how things look on D3D9 and OpenGL (same place as d3d11 for you to compare)

http://img820.imageshack.us/img820/4788/r5wea41.png

#9 Updated by skidau about 9 years ago

issue 3965 has been merged into this issue.

#10 Updated by manco81 about 9 years ago

In the last revision 6892 there are many problems with texture that there wasn't before.

#11 Updated by gabrielmorano about 9 years ago

Questionable? There are pictures showing the problem :s what's the questionable part of it? Oo (sorry, i don't get it)

anyway, problem remains on r6892
Also, i don0t think it's a dup from issue 3965 as in that report it says all the textures are wrong, and for it's all perfect except for the flashlight wich creates those weird shadows

#12 Updated by gabrielmorano about 9 years ago

here, i made a video
as you can see on this video with d3d (does not matter if it's 11 or 9) the flashlight creates black shadows that are incredibly wrong, and there is no option to active or deactivate that fixes it
http://www.youtube.com/watch?v=8HGyMxgZm6c

and the same here but with OpenGL: (if you do not watch it on full screen you will not notice it)
this one is a little trickie, if you pay attention the shadows that appears are messed up (but not as much as in d3d) but then if you get close enough to a wall then the flashlight does not do those black bars (but you gotta be practically stick to the wall doing the spider-man fanservise)
http://www.youtube.com/watch?v=cfcnCV4Kg2w

this was fixed in a non oficial revesion by whitezero build
it just was never implemented on the regular revisions
http://www.megaupload.com/?d=F8OG83V1 (don't remember if d3d worked on this one, but i did finished the game in OpenGL at that time and the flashlight worked
i will upload a video latter.

#13 Updated by gabrielmorano almost 9 years ago

http://www.youtube.com/watch?v=3LrglcDxkO0

As you can see On White Zero's fix disabble bp the lighting on OpenGL works perfect (not in Direct 3D, In D3D it does some weird lighting effects and kinda copie the light circles all over the place)

#14 Updated by gabrielmorano almost 9 years ago

still on questionable?? well the game still does the same as in the videos i uploaded
r7478

I know dissabling BP fix this because it was done b4

#15 Updated by Anonymous over 8 years ago

what do you mean by "BP"?
Also, stating that it still doesn't work on new revisions isn't that helpful - it would be helpful to find which revision started causing the problem.

#16 Updated by Autoran1 over 7 years ago

Testing this issue now, just took random old revision r4700 in my case
OGL Native
EFB to Texture looks Great
EFB to RAM looks unusual
will do more tests

#17 Updated by Autoran1 over 7 years ago

Found the problem, r4812 r532ab905c452b changes in PixelShaderGen.cpp caused the problem, partially reverted them and here's the result
revision 776 modiffied
DX9/11 look pretty much the same, some strange thing in the caenter of flashlight light, don't know what this shit is, but no more lines
settings
DX11, 2,5x scale, Efb Scaled Copy is off to avoid known scaling problems, EFB to Ram and to Texture look pretty much the same
http://i.minus.com/ihexAHuskXwwe.png
http://i.minus.com/iboZCbu3sMcek1.png

OGL doesn't have this strange thing in the center, looks perfect, but unlikely DX apis, to avoid scaling issues, except Efb Scaled Copy is off also requires native internal resolution
http://i.minus.com/igU3JJDajHwAw.png

I also think the issue 4592 should be merged here as well, also i noticed that these changes from patch are positively affect Simpsons The Game issue 4570, not completely, but slightly removes the corrupted graphics, will post the comparison screens later

And here's the patch

#18 Updated by Autoran1 over 7 years ago

I've made mistake in my report about DX9 status, i've mistaken it with DX9 from my texcache-rewrite build, which is look exactly the same way as DX11 in normal build.

The truth is that in normal DX9 always rendered FlashLight correctly except black lines, but DX9 render was broken and caused crashes/hangs after the cutscene with questionnaire in r5394 r8eb21d1bac06 by changes in TextureCache.cpp file wich were replaced into VideoCommon lately in r6288, anyway here's the screen of DX9 and updated patch.
http://i.minus.com/iVCrFRVup8fok.jpg

#19 Updated by NeoBrainX about 7 years ago

Could you post some screenshots with the attached patch? It's untested, so I hope you don't get any shader compile errors.

#20 Updated by Autoran1 about 7 years ago

Thanks, Neo, this patch fixes both this one and issue 4570, Simpsons The Game, besides issue 4592 looks like duplicate of this one, didn't play my games too long, but no shader compile errors so far, i think it's good enough to be commited in master tree, but it's just my opinion

#21 Updated by NeoBrainX about 7 years ago

  • Status changed from Questionable to Work started
  • Category set to gfx

Heh, thanks a lot for checking. While I expected the patch to be mostly correct, I wasn't sure if it would conflict with other places in the source code.

I'll still have to review some other parts in the shader gen and make sure nothing will break from this, unfortunately. But at least we now know what's the proper fix ;)

#22 Updated by mo.arabi about 7 years ago

which branch are you guys using to test out the patch? I applied the patch to the master branch but i'm still seeing lines in the spotlight and shadows...

#23 Updated by akskiller about 7 years ago

The game still crashes after the cutscene with True/False Questions in Dolphin 3.5

#24 Updated by Autoran1 about 7 years ago

Game requires PerPixelLightning to be on with this patch
akskil...@gmail.com, yup, it's still crashes after cutscene but on DX9 only, see Silent Hill FlashLight fix V2.patch for the solution

#25 Updated by NeoBrainX about 7 years ago

Yeah, our emulation has some serious flaws which have been worked around with dumb hacks, so I can't commit the patch in this state. I've fixed lots of those hacks locally, but it'll take me a little longer to fix it completely without introducing tons of regressions. Not sure if I'll be able to work on this any longer at all, though.

#26 Updated by Autoran1 about 7 years ago

Thanks for your hard work)

#27 Updated by NeoBrainX about 7 years ago

I found out something nice about Tev, which makes fixing the issue a lot easier.

Could you test if this issue is fixed in the tev_fixes branch?

Builds available here:
http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-197-x86.7z (32 bit)
http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-197-x64.7z (64 bit)

Also, would be cool if you tested other games with that branch and checked those for regressions.

#28 Updated by Autoran1 about 7 years ago

Well the first thing is that SH and Simpsons are still remain lines issue...

#30 Updated by Autoran1 about 7 years ago

And here's the regression
this one goes for DX11 and DX9 OGL does fine
http://i.minus.com/ikYAdOjZgqLT7.png
and these screens goes for DX9 only
http://i.minus.com/ibgPA0mYB7xPm9.png
http://i.minus.com/itd8hahv36O2Q.png
http://i.minus.com/iNqpZN38fL6ID.png
http://i.minus.com/iYjibFYBmbMfh.png
will test more...

#31 Updated by Autoran1 about 7 years ago

Those screens were for 3.5-197, will test again

#32 Updated by Autoran1 about 7 years ago

r 198
DX lines still here but in a different way
http://i.minus.com/ibxeJJSykJOOUG.png
OGL almost clean
http://i.minus.com/i2o11ceR0A008.png
Zelda's issues are the same

#33 Updated by NeoBrainX about 7 years ago

Did you clear your shadercache before testing in DX? (doesn't matter for ogl)

#34 Updated by Autoran1 about 7 years ago

#35 Updated by Autoran1 about 7 years ago

http://i.minus.com/ikYAdOjZgqLT7.png - this one started with
rbe7ae9b2dd84 this issue is issue 5394 i think it happened for the third time on my memory already

#36 Updated by Autoran1 about 7 years ago

Now then commit r59520c68654e fixes issue 3313
http://i.minus.com/ibgm21nLKNbJke.png
but causes invisible bombs on DX9

#37 Updated by Autoran1 about 7 years ago

Now r03c3a33a71ee every thing broken like i showed here http://code.google.com/p/dolphin-emu/issues/detail?id=2098#c36 and water on DX9 pink again issue 3313 is back
r22417fefea0f
and the last r22417fefea0f commit refixes issue 5394 only for DX9 everything else remain broken
Other games seems untouched...
Anyway great changes if everything goes right 3 issues will be closed or maybe more, keep it up)

#38 Updated by NeoBrainX about 7 years ago

Mhm, btw could you create a 1-frame fifo log, please? ;)

#39 Updated by Autoran1 about 7 years ago

Ok here's the recordings for ZWW, ZTP, and Silent Hill
http://fileband.com/dvbhd910vi8s.html

#40 Updated by NeoBrainX about 7 years ago

Just pushed some new changes. Unfortunately the issue still isn't fixed though..

Anyway, could you check if there's any visual difference in D3D for SH or if the issues in ZWW and ZTP have changed?

http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-201-x64.7z
http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-201-x86.7z

#41 Updated by Autoran1 about 7 years ago

Let's see rev 201
SH is the same
on dx9 in ZWW and ZTP all objects that were missing are still missing
issue 5394 is fixed for both DX9 and DX11
issue 3313 is fixed
but new issue is here for both DX9 and DX11 in ZWW
Demonish eyes
http://i.minus.com/ib2KuF0gSLB4Mz.png
Missing clouds
http://i.minus.com/iQvg1yR9ZsJ6C.png

#42 Updated by Autoran1 about 7 years ago

Strange, but this patch stuff.diff doesn't work for me at all in Silent Hill, and Simpsons The Game, even on older and clean builds worked with them before maybe i didn't cleared Shader Cahce before, and this patch actually never worked

Yet my solution, the one i've poke from the old SVN still works

#43 Updated by Autoran1 about 7 years ago

issue 4592 has been merged into this issue.

#44 Updated by Autoran1 almost 7 years ago

r198 r22417fef
actually makes Silent Hill look better combined with first 4 commits of this branch
unfortunately not simpsons
i've applied just these 5 commits to normal build just to be sure

#45 Updated by Autoran1 almost 7 years ago

More tests
reverting the last part of r59520c68
in tevAlphaFuncsTable
makes bombs and all missing objects look fine again in Wind Waker under DX9

#46 Updated by NeoBrainX almost 7 years ago

Instead of reverting the last part of that revision, can you try changing code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderManager.cpp#114 to SetPSConstant4f(C_ALPHA, (lastAlpha&0xfc)/255.0f, ((lastAlpha>>8)&0xfc)/255.0f, 0, ((lastAlpha>>16)&0xff)k/255.0f);
?

(i.e. replace the first two 0xff with 0xfc)

#47 Updated by Autoran1 almost 7 years ago

Nope, doesn't work

#48 Updated by NeoBrainX almost 7 years ago

Sorry, I'm stupid.

(lastAlpha&0xfc)/255.0f, ((lastAlpha>>8)&0xfc)/255.0f should've actually been ((lastAlpha&0xfc)|((lastAlpha&0xc0)>>6))/255.0f, (((lastAlpha>>8)&0xfc)|(((lastAlpha>>8)&0xc0)>>6))/255.0f

I hope I didn't mess up the brackets, but that should work. Hopefully anyway, but as I know my luck it's the perfectly correct thing to do without actually fixing anything, though :P

#49 Updated by Autoran1 almost 7 years ago

Still doesn't work for DX9, unfortunately

#50 Updated by NeoBrainX almost 7 years ago

Can you check if revision a82d41be9ecf makes the bombs and missing objects look fine again in wind waker, too?

If not, can you provide a fifo log for that one? (or point me to it if you already posted it, kinda getting lost with all the logs on these tev issues :p)

#51 Updated by NeoBrainX almost 7 years ago

Better yet, try revision 200dcf9c6c2b instead.

#52 Updated by Autoran1 almost 7 years ago

Nope, invisible objects are still here on DX9, but ra82d41be fixes Clouds and demonish eyes, well done

#53 Updated by NeoBrainX almost 7 years ago

fifo log, please? :D

#54 Updated by Autoran1 almost 7 years ago

Will do after work

#55 Updated by mo.arabi almost 7 years ago

Seeing some breakthroughs for Wind Waker here, nice!
How is the progress with Shattered Memories?

#56 Updated by Autoran1 almost 7 years ago

Tested the last build, issue 4570 looks fixed, but it seems game's environment misses some lightning, everything goes dark, but if you look good enough you will see - the issue is gone, will do more tests..

#57 Updated by mo.arabi almost 7 years ago

Having trouble following this conversation. Would you mind mentioning which build you are referring to Autor...@yandex.ru?
Would like to compile and test it out so I can contribute with some bug reports/feedback.
Thanks!

#58 Updated by udkaso almost 7 years ago

It should be this build/revision! http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-543-x64.7z
The fix will only work if open gl is enabled as far as I found out!But in my opinion the lightning problem is more unsightly than the line issue!

#59 Updated by Line.Exon almost 7 years ago

Holy shit !!! This build
http://dl.dolphin-emu.org/builds/dolphin-tev_fixes-3.5-543-x64.7z
fixes (almost) Silent Hill black shadow lines !))) FINALLY ! But looks like no one noticed this :(
I'am using D3D9 plugin (dint like DX11 and OpenGl plugins due to their crappy 2d filtering). I used savegame to bypass crash in the beginning (ankete talking) and this tev-fixed version gives almost clean picture ! Just small lighting dots but it is almost invisible. So please - merge this fixes into master !
By the way - I can give a hint on this lighting problems (I am graphic engineer).
Current emulation of Silent Hill SM have light source bug - lighting source of flashlight have a bit wrong place. It is should be at the end of the flashlight mesh model (original Wii console draws it that way), but dolphin puts it in the middle of flashlight body. That's why DX11 gives shadow of Harrys hand on the wall and that's why half of his face lighten up. Other problem is - incorrect light calculation if using antialiasing or non-native resolution. With non-native resolution game looks much better, but lighting area from the flashlight a bit spikey and trying to light up wrong areas. I don't know how or why, but lighting operations didn't upscale correctly. Hope somebody here will hear me.

#60 Updated by Line.Exon almost 7 years ago

Note - wrong lightsource position only in upscaled modes. In native light position is OK, ugly lines appears again (anyway - it is better than it was)
Additional info - this upscaled light bug give huge performance drop.

#61 Updated by NeoBrainX almost 7 years ago

We can't do anything about wrong lightsource position when upscaling, the lightsource position is up to the game.

Thanks for testing, although I was pretty sure it never worked in my local fifo log, oh well...

#62 Updated by Line.Exon almost 7 years ago

Hi NeoBrain !
I can test SilentHill SM anytime you need. I'm trying to play this game about 2 years and will be happy when Dolphin finally could handle it without problems.
And I thing it is possible to fix upscaling lighting bug, because old Dolphin svns was fine with upscaling (but with EFB-to-texture mode, not EFB to RAM).
And that annoying black lines - maybe something wrong it texture cache or mipmapping support ?

#64 Updated by Autoran1 almost 7 years ago

This branch is pretty old for now, how about to merge recent master into it to made it more testable, too many conflicts...

#65 Updated by NeoBrainX almost 7 years ago

I just merged master into tev_fixes ;)

#66 Updated by Autoran1 almost 7 years ago

issue 4570 on tev_fixes
http://i.minus.com/ibbDS5jRJZTiW9.png
Game looks right but lightning is missing

#67 Updated by Billiard26 almost 7 years ago

  • Issue type set to Bug

#68 Updated by Line.Exon almost 7 years ago

Hi Neo !
Latest fixes in Dolphin has bring a lot of positive changes and speedups, also correct framerate and framebuffer effects in many games. But Silent Hill still gives those wierd lines in the far plane in master branch builds. Can you describe where I can download and test latest Dolphin build with TEV-fixes ?

#69 Updated by NeoBrainX almost 7 years ago

http://dl.dolphin-emu.org/builds/ scroll down to dolphin-tev_fixes-3.5-1222-x64.7z .

#70 Updated by Line.Exon almost 7 years ago

Ummm... Rev.1222 has some problems in framerate without TEV-fixes, and its too difficult to test all games with that kind of frame troubles. Is it possible to implement tev-fixes in 1244 or higher ?

#71 Updated by NeoBrainX almost 7 years ago

Please use git hashes instead of "rev. 1222". For one, 1222 is even more useless than 3.5-1222 because you aren't saying what base version you're referring to (you could also mean 3.0-1222, for instance). Also, 3.5-1222 is ambigious; since we use multiple branches, each of them might have a 3.5-1222 build.

tl;dr: Please specify the git hashes of these builds, I don't have any idea what you're talking about otherwise.

#72 Updated by Line.Exon almost 7 years ago

OOops, sorry (_) I mean rev. f4986862892d in master branch.

#73 Updated by Line.Exon almost 7 years ago

Besides, I've tested TEV-1222 x64 and there is something broken in EFB-2-Ram mode. Silent hill completely lost cellphone display picture (black square) and something slows emu down (sinus-periodical stuttering in fps).

#74 Updated by Autoran1 over 6 years ago

issue 5325 has been merged into this issue.

#75 Updated by Line.Exon over 6 years ago

TEV-fixes-3 1717 version renders Silent Hill Shattered Memories correctly with DX9 plugin ! :) No problems or artifacts )))) But with native IR only, and without any form of anti-aliasing.
DX11 plugin still shows hand shadow on entire screen, and OpenGl plugin shows shattered shadow bug, just like DX9 plugin shows with AA enabled.
Also I tried to use FXAA in this game and it doesn't work.

#76 Updated by Autoran1 over 6 years ago

tev-fixes new doing great
Silent Hill look's almost perfect, simpsons game is fixed
even issue 540 looks almost fixed
but games looking pixelated and in SMS mario is missing
http://i.minus.com/iCjnRSxEtTZT6.png

#77 Updated by NeoBrainX over 6 years ago

@ Autoran: are you sure about Simpsons? The fifo log on my hdd shows complete breakage on both tev_fixes_new and the sw renderer (at least they're consistent now). Specifically talking about issue 4570 here. Maybe the dff is broken, can you try the one Billiard posted in the issue thread?

The fix for issue 540 is still WIP, I know that it still has some work left to do :)

#78 Updated by Autoran1 over 6 years ago

there are issues but no lines on Homer and white rabbit
and no lightning problem compare to tev_fixes 3

#79 Updated by NeoBrainX over 6 years ago

There are issues where? When running the game itself or when running the dff? Anyway, does it look anything like the pictures on the right at https://fifoci.dolphin-emu.org/simpsons-tev/tev_fixes_new-4.0-66/ ?

#80 Updated by Autoran1 over 6 years ago

I'm running the game and
http://i.minus.com/iPorjfgQIm8z6.jpg

#81 Updated by NeoBrainX over 6 years ago

So.. how does the dff output look for issue 4570? :)

#82 Updated by Autoran1 over 6 years ago

That dff in issue 4570 is a way too old, it defenetely was taken from tev fixes 3 cause the comparison screens you gave me, i have this satate on tev_fixes 3
BTW i've noticed your branch has DX9 removed so maybe this is the reason i can't test DX11 it produces only blackscreen

#83 Updated by NeoBrainX over 6 years ago

Autoran, I don't understand.. Can you just run that dff on tev_fixes_new and give me a screenshot?

I'll look into the d3d11 issue.

#84 Updated by Autoran1 over 6 years ago

I've noticed that tree structure of tev_fixes new looks different and built it
Lightning now looks perfect this issue is fixed
issue 4570 is fixed
issue 6442 is fixed
issue 540 is fixed my god, never thought i see the day
the bubbles look perfect, but it seems the white shit on screen is Mario
But ZTP looks strange like i see only a 1/4 or 1/8 of 3d graphics
and SMS Mario is Missing

#85 Updated by Autoran1 over 6 years ago

But DX11 still shows nothing, and SMG looks broken, i will do more testing

#86 Updated by Autoran1 over 6 years ago

issue 5325 fixed

#87 Updated by Autoran1 over 6 years ago

issue 6683 fixed too

#88 Updated by NeoBrainX over 6 years ago

I know about d3d11, it'll need fixing.. Do you have panic handlers disabled? It should at least throw you an error message about shader compile failures.. (I know what's wrong so I don't need any further info, but just saying :p)

I'll look into the SMS issue. The new branch is still pretty much WIP :)

#89 Updated by Autoran1 over 6 years ago

Yes it throws me shader compile errors
And please look at ZTP, somehow i think it will help issues 5283 and 5414

#90 Updated by NeoBrainX over 6 years ago

Can you get me a 2 frame fifo log for the ztp issue?

#91 Updated by NeoBrainX over 6 years ago

Btw, I actually have not been able to reproduce the Mario Sunshine issue.. I tried the main level hub and mario showed up fine. Maybe post a fifo log for that, too? :)

#92 Updated by Autoran1 over 6 years ago

There you go, both here
http://www.sendspace.com/file/b9euov

#93 Updated by NeoBrainX over 6 years ago

Tried both on my AMD 4200 and 7750, couldn't reproduce.. however, apparently JMC is having similar issues like you, so I guess there's indeed something fishy...

#94 Updated by Autoran1 over 6 years ago

I don't exactly know what's wrong, but all my issues are started with r29dc0f3b for me

#95 Updated by Autoran1 over 6 years ago

Maybe it's NVIDIA issue, i'm on GTX780

#96 Updated by Autoran1 over 6 years ago

Latest Build: Mario Sunshine's fixed

#97 Updated by Autoran1 about 6 years ago

Tested new svn, D3D is started to work, and ZTP is quite testable with is, OGL still has an issue, and as i expected
issue 5283
issue 5414
both fixed
here's the prove
http://i.minus.com/ibymXItVoRbdb4.png
http://i.minus.com/iWFokJnpnhYvO.png
http://i.minus.com/ibo8UhRhAbuuuE.png

#98 Updated by Autoran1 about 6 years ago

tev_fixes_new fixes isuue 5682, the issue is restricted for comments, so i wrote it here

#99 Updated by Autoran1 almost 6 years ago

oops, wrong info, issue 5682 is just fixed on latest master as well

#100 Updated by Autoran1 over 5 years ago

Black lines are fixed, only flickering issue is stayed, works same way as issue 267
and D3D arm before flashlight

#101 Updated by Line.Exon over 5 years ago

I've tested and completed Silent Hill SM with latest revision.
summary - works pretty good only in OGL backend. D3D (DX11) always shows that ugly hand shadow on entire screen...
But - I've noticed an interesting thing - game runs faster and better (fullspeed) with pixel lighting enabled (!) and EFB2Ram cache disabled... Only raw EFB2Ram mode without any speedhacks. So it means that without pixel lighting enhancement and efb2ramcache - it works slower (0_0)
And there is still that "shadow upscale bug" if you use anything other than native resolution... And it is the only thing that keeps this game being perfectly emulated... Is there any way to fix upscaling ? Even with 2x upscale this game looks awesome !

#102 Updated by JMC4789 over 5 years ago

  • Status changed from Work started to Fixed

This issue is fixed. The shadow glitch with D3D is unrelated to the flashlight scaling. There are other issues that deal with that problem already on the tracker, so I'm closing this issue for good.

If you want to report the hand blocking the light, you can, but I'm planning on rolling those into a single issue when I can.

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