Emulator Issues #6424

Wii Sports Resort - Mii Faces Not Generating in D3D11 and OpenGL

Added by MayImilae almost 8 years ago.

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Before you ask, this is not the same as issue 2112 or issue 5434. This is game specific and happens with EFB to Ram.

While using the the D3D11 and OpenGL backends, Mii faces will sometimes just... not appear in Wii Sports Resort (RZTE01). It's like they aren't even generated sometimes. Whether or not faces appear seems tied to whatever scene. It's predictable and reproduceable.

For a quick way to reproduce it, just start a minigame with D3D11 or OpenGL in latest master, and see the Mii selection.

Working Mii selection D3D9 -
Broken Mii selection D3D11 -

Unfortunately the fifoplayer is not usable for this bug. All you get are those screenshots.

It also tends to jump around a bit. For example, play one round of Archery at beginner difficulty. With D3D11 and OpenGL on latest, the Mii's face will not be present in the Mii selection, but it will be there in the intro just before shooting. Hit a 10 (this is beginner, it won't be hard), and in the replay the Mii's face will be gone again. This odd on again off again Mii appearance is the issue. It isn't vanishing in reaction to something like issue 2112, it just isn't there sometimes.

The bug happens regardless of EFB to Texture or EFB to Ram. Safe texture cache, Single Core/Dual Core, internal resolution, nothing seems to affect it. And yes, all tests were done without changing any settings or going into fullscreen during gameplay. We were very careful not to bring up 2112 related problems. This appears to be ONLY Wii Sports Resort. It may happen in other games, but all of the other games we tried were fine, even the original Wii Sports. And, weirdest of all, D3D9 is fine. D3D9 IS BETTER HERE! And GLSL broke it for OpenGL.

Builds tested:
3.0 win64 - couldn't get the wiimote to work
3.5 win64 - D3D9 Fine, D3D11 Broken, OpenGL Fine
3.5-429 win64 - D3D9 Fine, D3D11 Broken, OpenGL Fine
3.5-663 win64 - D3D9 Fine, D3D11 Broken, OpenGL Fine
3.5-1025 win64 - D3D9 Fine, D3D11 Broken, OpenGL Broken
3.5-1301 win64 - D3D9 Fine, D3D11 Broken, OpenGL Broken
3.5-1593 win64 - D3D9 Fine, D3D11 Broken, OpenGL Broken

Tested on:
MaJoR's system - Windows 7 x64, Core i5 3570K @ 4.7ghz, nVidia GeForce GTX 760
JMC47's system - Windows 7 x64, Core i5 3570K @ 3.4ghz, nVidia GeForce GTX 760

Thanks JMC47 for testing all those bloody builds for me!


#1 Updated by JMC4789 almost 8 years ago

I got a fifo-log that captures the glitch after a bit more research. You have to start the fifo-log right before the faces come up in order for it to work. I have a fifo-log that loads while the faces are showing up (meaning the eyes don't work no matter what) and then it resets to before they load and it will load the faces on D3D9 and preGLSL OpenGL. I am quite happy with it.

Source Fifo:
Edited one:

#2 Updated by degasus almost 8 years ago

My first debug: Depth test fails after glsl merge, so maybe depth accurateness related

#3 Updated by JMC4789 almost 8 years ago

  • Status changed from New to Accepted

I'm guessing that means this is a confirmed bug.

#4 Updated by JMC4789 over 6 years ago

  • Status changed from Accepted to Fixed

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