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Emulator Issues #9277

Spyro A Hero's Tail - Underwater Blur Emulated Incorrectly

Added by LuismaSP almost 5 years ago. Updated over 4 years ago.

Status:
Accepted
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

Game Name?

Spyro A Hero's Tail - PAL

Game ID? (right click the game in the game list, properties, info tab)

G5SP7D

What's the problem? Describe what went wrong.

1- If you dive in Spyro A Hero's Tail, the water looks completely fuzzy. This happens in the OpenGL backend. In the direct3D backend the problem was solved between 4.0-8700 and 4.0-8727 (In 4.0-8700 D3D, the problem can see only in the upper half of the screen).

2- Heavy slowdown when underwater between 4.0-8700 and 4.0-8727, both backends, but specially D3D.

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

4.0-8700 and 4.0-8727

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Tested too with default settings and native IR.

  • I attach a savegame to test it.
Direct3D (4.0-8700).png (793 KB) Direct3D (4.0-8700).png LuismaSP, 01/19/2016 05:04 PM
OpenGL (4.0-8700 and 4.0-8727).png (545 KB) OpenGL (4.0-8700 and 4.0-8727).png LuismaSP, 01/19/2016 05:04 PM
Direct3D (4.0-8727).png (1.09 MB) Direct3D (4.0-8727).png LuismaSP, 01/19/2016 05:04 PM
7D-G5SP-G5SP.gci (160 KB) 7D-G5SP-G5SP.gci LuismaSP, 01/19/2016 05:06 PM
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5201
5202

History

#1 Updated by JMC4789 almost 5 years ago

Please bisect to the exact build that changed the behavior

#2 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

Please bisect to the exact build that changed the behavior

Ok, it seems that the build is 4.0-8709 (D3D: Use a 32-bit floating point depth buffer.)

That build solves the fuzzy problem in the D3D backend, and it seems that the slow framerate when you go underwater stills in the previous builds, maybe the problem has been since always.

In short, the OpenGL backend works at more or less acceptable framerate, but with fuzzy water, and the D3D backend works ok before 4.0-8709, but this last backend goes at very very low fps at underwater since... ?? ever?

Can the 4.0-8709 be ported to OpenGL?

#3 Updated by JMC4789 almost 5 years ago

What's your GPU?

#4 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

What's your GPU?

Nvidia GTX 970

#5 Updated by LuismaSP almost 5 years ago

Ok, after many tests i can see where´s the problem:

The game runs at 60fps, but when you go underwater, it blocks at 30fps, and then, the game runs slow, at 50% of speed while you dive.

In D3D the game blocks at 30 fps, while in OpenGL runs at 60fps but fuzzy (first time runs at 30fps like the D3D, but after closing dolphin, runs at 60fps) I think because the shader cache of OpenGL works better than D3D.

#6 Updated by JMC4789 almost 5 years ago

  • Status changed from New to Working as intended

Turn off EFB Copies to RAM. It uses a fullscreen EFB Copy effect, which is slow, and blurs the screen. It seems to be working correctly as far as I can tell. Turning on EFB Copies to Texture Only removes the blur.

#7 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

Turn off EFB Copies to RAM. It uses a fullscreen EFB Copy effect, which is slow, and blurs the screen. It seems to be working correctly as far as I can tell. Turning on EFB Copies to Texture Only removes the blur.

Should this be added to the .ini of the game by default in a future release? "I ask from ignorance"

#8 Updated by JMC4789 almost 5 years ago

No, because I'm fairly certain it's supposed to be fuzzy underwater. I haven't imported the save to console yet, though.

#9 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

No, because I'm fairly certain it's supposed to be fuzzy underwater. I haven't imported the save to console yet, though.

Mmm... are you sure? in previous games of spyro the water is transparent and clear. And this looks like very very fuzzy. In D3D looks like the original game "I think".

#10 Updated by JMC4789 almost 5 years ago

I don't see how OpenGL could be doing it wrong with a more accurate depth buffer. I'll investigate more, I promise!

#11 Updated by JMC4789 almost 5 years ago

  • Subject changed from Spyro A Hero's Tail - Slowdown and fuzzy during underwater to Spyro A Hero's Tail - Underwater Blur Emulated Incorrectly
  • Status changed from Working as intended to Accepted
  • Assignee set to Armada

The answer is: They both are wrong! It's meant to be blurred, but only after a certain distance. D3D blurs the top half of the screen, OpenGL blurs the whole screen with no concern for distance. Software Renderer appears to be correct.

#12 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

The answer is: They both are wrong! It's meant to be blurred, but only after a certain distance. D3D blurs the top half of the screen, OpenGL blurs the whole screen with no concern for distance. Software Renderer appears to be correct.

You have advance to me! I was looking for a youtube video, but i only found this from ps2 version (min 3:00)

https://www.youtube.com/watch?v=r81NnFQ4nxw

The water looks clear as i can see like the D3D, but dunno, after all, i´m blind like a mole xD

Thanks for your help, JMC4789 : )

#13 Updated by LuismaSP almost 5 years ago

Btw, D3D blurs the top half of the screen only before 4.0-8709, after that build, the water looks very well.

#14 Updated by JMC4789 almost 5 years ago

That is not correct. I still see only the top half of the screen blurred.

#15 Updated by JMC4789 almost 5 years ago

Also, the water does indeed have a distance blur akin to that of Wind Waker. I played it on console on my capture card and verified this. No blur is wrong, so, EFB Copies to Texture is incorrect.

#16 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

That is not correct. I still see only the top half of the screen blurred.

? Then why looks clear to me? maybe i have some non-default option enabled?

#17 Updated by JMC4789 almost 5 years ago

Do you have EFB Copies to Texture checked? I have no clue as to why it's still acting weird to me. I uploaded it to fifoci.

#18 Updated by LuismaSP almost 5 years ago

Umm, i see, ok then.

#19 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

Do you have EFB Copies to Texture checked? I have no clue as to why it's still acting weird to me. I uploaded it to fifoci.

Normally i have it unchecked, but i tried to check and uncheck and no changes. The two backends stills the same.

D3D: 50% slow and clear.

OpenGL: 100% fast and fuzzy.

#20 Updated by JMC4789 almost 5 years ago

Maybe it's a difference between PAL and NTSC then; it's happened before :D

#21 Updated by JMC4789 almost 5 years ago

I looked at your screenshots, D3D is working correctly on your computer! That's awesome! It's slow due to EFB2RAM.

#22 Updated by LuismaSP almost 5 years ago

JMC4789 wrote:

I looked at your screenshots, D3D is working correctly on your computer! That's awesome! It's slow due to EFB2RAM.

Enable or disable EFB2RAM isn´t a difference.

#23 Updated by JMC4789 almost 5 years ago

Oh, then I guess it isn't working. It's just the PAL game being slightly different with depth.

#24 Updated by LuismaSP over 4 years ago

UPDATE: It seems that the new Directx12 backend solves most of this issue, the water looks clear, and 60fps too. But the background music is slow.

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