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Emulator Issues #2517

closed

Jittery gfx when "Use XFB" is enabled

Added by wespipes69 about 14 years ago.

Status:
Duplicate
Priority:
Normal
% 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. Launch some GC games like Mario Tennis, FZero, etc. with "Use XFB"
    enabled.

What is the expected output? What do you see instead?
The boot and menu screens and jumping vertically.

What version of the product are you using? On what operating system?
2280, D3D plugin - win 7.

Please provide any additional information below.
This seems to have started happening in the last 10 revisions or so (or at
least I've never noticed it before).

Looks like someone else noticed this. Taken from a comment made in rev.
5272:
Comment by ebirnie, Today (10 hours ago) does no one else see the screen
jumping up and down?


Related issues 2 (0 open2 closed)

Is duplicate of Emulator - Emulator Issues #2359: Real XFB makes the screen flickerFixedrodolfoosvaldobogado

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Has duplicate Emulator - Emulator Issues #2624: Jittery GFX when using XFBDuplicate

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Actions #1

Updated by kevinx0404 about 14 years ago

r5249 is the problem. Also affects trauma center second opinion.

Actions #2

Updated by BhaaL about 14 years ago

r5272 causes the "bobbing", see my comment there:
http://code.google.com/p/dolphin-emu/source/detail?r=5272#cg_1270472416577782

Not sure about r5249 tho?

Actions #3

Updated by mitjabamberger about 14 years ago

indeed this started to happen in r5272 and affects all games here, i.e. wii sports
and new smb wii.

using x64 build on win 7 pro, phenom ii x4 920, radeon 4550.

switching off xfb instantly fixes the bobbing.

Actions #4

Updated by kevinx0404 about 14 years ago

well, 5249 caused no bobbing on most games, just trauma center second opinion. 5272
made all games bob.

Actions #5

Updated by chane2k1 about 14 years ago

zelda wind waker also has this bobbing problem

Actions #6

Updated by rodolfoosvaldobogado about 14 years ago

  • Status changed from New to Fixed

solved in my last commit

Actions #7

Updated by wespipes69 about 14 years ago

I'm still seeing this behavior in every single new build. Is this really fixed?

Actions #8

Updated by Anonymous about 14 years ago

Issue 2624 has been merged into this issue.

Actions #9

Updated by Anonymous about 14 years ago

  • Status changed from Fixed to Questionable
Actions #10

Updated by skidau almost 14 years ago

  • Status changed from Questionable to Duplicate
Actions #11

Updated by rodolfoosvaldobogado almost 14 years ago

to let this issue clear,the bobing effect is caused by interlacing, we compensate
interlacing by decresing the efb one line in the botton field this aligns the fields
and remove interlacing effect, but some games makes the same compensation in their
code, this cause this games to bop up and down 2 pixels.

Actions #12

Updated by NeoBrainX over 10 years ago

So I guess properly implementing interlacing would fix this issue?

Properly implementing interlacing should be easy enough (even without XFB emulation) by using a different shader for the "EFB texture"->"screen" copy (i.e. a shader which would drop every second framebuffer line, albeit it'll be a bit harder to make this work for arbitrary output resolution).

Actions #13

Updated by phire over 10 years ago

You don't need to emulate all of it, just enough so you actually know which field VI is actually going to render so you can compensate correctly.

...by using a different shader for the "EFB texture"->"screen" copy...

Interlacing is actually done at a later step, when VI scans the XFB out to screen. At the time of the copy, it's unknown which field is going to be rendered to screen (and it's often both fields)

Actions #14

Updated by NeoBrainX over 10 years ago

I know. My point was that we would do that when XFB emulation is disabled.

Actions #15

Updated by NeoBrainX over 10 years ago

That's why I was talking about the "EFB texture"->"screen" copy, not what's referred to as an EFB copy in the GX API.

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