Emulator Issues #4570
The Simpsons Game - graphics problems
Hello everybody the only game that I could not play today in the emulator included "The Simpsons The Game" have tested several reviews of the emulator and so far nothing, the game wheel, with many more failures in the chart the best option was to use the copy EFB for "ram"more still has many flaws is still good there a challenge for you who are beasts that.
Thanks and I look!
Dolphin version: Various, currently use the r7589
Operating system and version:
Windows 7 64-bit:
Game ID (or RSNX69 RSNE69): "PAL and NTSC"
Normal ISO and compressed
OBS.: I have 20 games and all of next Radam atinjir exeção of perfection with "The Simpsons The Game" is attached to an image and I translated it on google.
#2 Updated by wespipes69 about 9 years ago
Ok, I'll go easy here. Your translation, especially in the begining, barely makes any sense. It was unclear if you did any investigation yourself or if you consulted the forums. I checked myself and this looks to still be valid. But you can't keep asking if anyone's tested the game.
I'll delete my comments above and summarize some things to keep in mind around here though:
1) Do post issue once and in english
2) Don't ask every day if someone has a solution, etc.
3) Post images externally
4) Always go to the forums to get help, confirm issues, etc. Then come here stating your settings and how others are experiencing the same thing.
#11 Updated by NeoBrainX over 7 years ago
Could anyone provide a 2 frame fifo log of this game?
Does the game require XFB emulation to be enabled? If yes, ignore my previous question :p
#13 Updated by Autoran1 over 5 years ago
A little update for this issue
after tev-fixes new the game looks this way
and after tev-konst-inputs branch
game looks completely briken
#14 Updated by magumagu9 over 5 years ago
This game uses a multipass rendering scheme; first, it draws everything assigning arbitrary colors to objects to identify them. Then it draws the actual scene. At the very end, it outlines the objects, using a TEV pipeline which samples the result of the first pass to figure out which pixels should be black.
I'm not completely sure why this doesn't work, but I think the issue has something to do with texture encodings; EFB to RAM and EFB to texture appear to behave differently, which is odd because the game samples the encoded EFB in a straightforward manner, and the games uses some unusual formats to encode the EFB. It's also possible there is some issue with texture sampling.
#15 Updated by magumagu9 over 5 years ago
https://github.com/magumagu/dolphin/compare/simpsons-hack , if someone wants to test... it appears to fix the dff, but I'd like someone to double-check with the actual game.
#18 Updated by Autoran1 over 5 years ago
But like you said it's only the hack, on the true console black spots on Homer are the places where black toony-line effect dynamicly change itself, it could become thiner or dissapear, your solution makes those lines constant it does look better than the issue, but still not right
#19 Updated by magumagu9 over 5 years ago
The lines become thinner and thicker? Hmm, that makes it a bit more clear what effect the game is trying for.
Can you upload a dff which shows the "z-fighting"? I can't reproduce it with the dff from http://ge.tt/4wJR1Qa/v/0?c . (I don't think it's true z-fighting given how rendering works in this game...)
#20 Updated by Autoran1 over 5 years ago
Here's the dff
here's the video (from real hardware) which will more likely describe this line effects(Homer's wrists is the best example)
and the screen of your branch i've posted before (just to compare)
#21 Updated by magumagu9 over 5 years ago
Another hack to try: https://github.com/magumagu/dolphin/compare/simpsons-hack-2 . Please take a screenshot with this; I'm not confident my results from the WARP renderer match AMD/NVidia.
#22 Updated by magumagu9 over 5 years ago
Assuming I haven't made a mistake, the issue with the scenery is simply that we're sampling a texture using the wrong coordinates. The graphical glitches are a few steps removed from the error; the issue occurs during the first rendering pass.
At this point, I'm way beyond my depth; the pixel shader doesn't actually do anything interesting with the texture coordinates except convert them from float to integer; I think that means the issue is a rounding error in texture interpolation.
#23 Updated by NeoBrainX over 5 years ago
magumagu9: Maybe this might be related to https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoCommon/VertexShaderManager.cpp#L372 , i.e. that we somehow end up with slightly incorrect texture coordinates because the vertices are shifted by 1/6 of a pixel?
#25 Updated by NeoBrainX over 5 years ago
For what it's worth, I just found this in my Dropbox: https://dl.dropboxusercontent.com/u/10060691/2013-11-02_17-21-03_small_shared.jpg
It shows hwfifoplayer running the fifolog posted by Billiard26 above on my Wii. Looks kind of odd, but better than most of the Dolphin-rendered images, I guess :p
#26 Updated by Autoran1 over 5 years ago
Tried the latest revision from here
and it fully fixes the main issue for DX11(flickering environment remains, but alredy fixed in master)
maybe smth out there may be usefull
#27 Updated by JMC4789 over 5 years ago
Try this build -> https://dl.dolphin-emu.org/prs/pr-2075-dolphin-latest-x64.7z
#31 Updated by Autoran1 almost 5 years ago
As isaid before there's the revision in Ishiiruka
that fixes tis issue
the very next revision breaks those canges, i tried to test it and i've found that those changes are in TextureCacheBase.cpp file,
Load, Cleanup and MakeRangeDynamic functions since i'm know nothing adout coding, i can't say more precicely, changes in these functions are connected can't test them separately without breaking the emulation
someone please take a look
and one more thing, i've noticed the fixed issue goes unscaled and EFB to Ram only even on higher IRs, acts like NSMBwii before Partial texture update merging
- Fixed in set to 5.0-10625
- Status changed from Accepted to Fixed