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Emulator Issues #2938

closed

Incorrect Infrared Scoper rendering in Resident Evil 4

Added by Xtreme2damax almost 15 years ago.

Status:
Fixed
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

What steps will reproduce the problem?

  1. Run Resident Evil 4.
  2. Get the Semi-Automatic Rifle and the Infrared Scope.
  3. Equip the infrared scope.

What is the expected output? What do you see instead?

When looking through the infrared scope, I expected the proper colors/graphics to be rendered, instead everything is all gray. Switching on safe texture cache doesn't help, just makes everything purple.

Dolphin version with the problem? Other Dolphin version without the
problem?

All revisions are affected as far as I know, even the latest r5920.

32-bit or 64-bit and any other build parameters?

Both x86 and x64 exhibit the issues, no additional build parameters.

OS version and versions of tools/libraries used?

Windows 7 x64, DXSDK June 2010, Visual Studio 2008.

Please provide any additional information below.

It's probably some bug with the shaders or lighting, probably in VideoCommon since the issue exists with all plugins. This might be something for rodolfoosvaldobogado to look into.

Actions #1

Updated by rodolfoosvaldobogado almost 15 years ago

have you tested usingefb to ram?

Actions #2

Updated by Xtreme2damax almost 15 years ago

Yes, efb to ram doesn't make a difference. I thought while this may not seem important, that I would open an issue just in case it affects other games.

I played through the entire game in an earlier revision where I would have needed to use the infrared scope, I don't remember if it was working or not back then.

Actions #3

Updated by Xtreme2damax over 14 years ago

I don't know what revision it was that fixed this, but the infrared scope is now working properly in Resident Evil 4. Perhaps r6124 and r6125 fixed this?

Actions #4

Updated by Xtreme2damax over 14 years ago

It seems it was EFB -> Ram that fixed it, a recent change must have fixed effects with EFB -> Ram since using EFB -> Ram didn't fix this when I first reported the issue.

Copy EFB -> Ram seems to be having big slowdowns, especially with Resident Evil 4 and Super Mario Galaxy 1/2.

Actions #5

Updated by gnick79 over 14 years ago

Strange! This problem occurs after certain unskipped cut-scenes (for example first dialog Leon-Hannigan).

With my r6314, this bug disappears only if you turn on "safe texture cache".
Changing the "EFB Copy" mode for me doesn't help absolutely.

Actions #6

Updated by wespipes69 over 14 years ago

Going from EFB>Ram absoltely fixes this. Toggling this option in game will show that to you. So I don't think "safe texture cache" is needed at all.

This issue can be closed Skid or whomever.

Actions #7

Updated by Xtreme2damax over 14 years ago

Yeah, I specified that above. Using EFB -> Ram now fixes this, at the time I reported the issue it didn't work with EFB -> Ram, but now it does.

Actions #8

Updated by skidau over 14 years ago

  • Status changed from New to Fixed
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