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Emulator Issues #9373

closed

Depth issues on Mario Kart Double Dash

Added by kemenaran about 8 years ago. Updated over 1 year 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

Game Name?

Mario Kart Double Dash!

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

GM4E01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

97f9ebc39ab4244e419848793988561a

What's the problem? Describe what went wrong.

The game displays depth issues in several places (see attached screenshots and fifolog):

  • The two characters on the cart are showing one through each others,
  • Some parts of the circuit background are showing through foreground elements,
  • Some parts of the circuit are not visible at all.

What steps will reproduce the problem?

  • Run Mario Kart Double Dash
  • Start a Time Trial on Baby Park

Other circuits are also affected, but this one is the most visible.

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?

  • Tested on 4.0-8987 (which includes the FastDepth removal, but the issue existed before).
  • Used to work properly on Dolphin 3.5-something (it has been broken since the GLSL rewrite).

Note that the PR "VertexShaderGen: Add a depth bias for large far values." (https://github.com/dolphin-emu/dolphin/pull/3587) fixes some of these issues – but not all of them (see attached screenshot).

What are your PC specifications? (CPU, GPU, Operating System, more)

  • Macbook Pro on OS X
  • Intel Core i7 2.8 GHz
  • Intel Iris 1536 Mo
  • 8 Go 1600 MHz DDR3

This occurs only on OS X with the OpenGL renderer. The same machine on Windows with the OpenGL rendered displays fine.

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

The screenshot are made with the default ForcedSlowDepth value – but anyway forcing slow depth doesn't have any effect.


Files

MKDD-intelhd-opengl.dff (3.74 MB) MKDD-intelhd-opengl.dff Fifolog kemenaran, 02/24/2016 05:40 PM
MKDD-intelhd-opengl-windows.png (1.76 MB) MKDD-intelhd-opengl-windows.png Reference rendering on Windows/OpenGL kemenaran, 02/24/2016 05:41 PM
MKDD-intelhd-opengl-mac-8987.png (1.54 MB) MKDD-intelhd-opengl-mac-8987.png Incorrect rendering on OSX/OpenGL (on the same machine) kemenaran, 02/24/2016 05:42 PM
MKDD-intelhd-opengl-mac-Armada651-depth-bias.png (1.88 MB) MKDD-intelhd-opengl-mac-Armada651-depth-bias.png Less-incorrect rendering on OSX/OpenGL (using the Armada651:depth-bias branch ; PR 3587) kemenaran, 02/24/2016 05:42 PM
MKDD - Baby Park - depth issues.dff.zip (2.05 MB) MKDD - Baby Park - depth issues.dff.zip Baby Park FIFO log kemenaran, 05/22/2017 06:47 AM
MKDD - Baby Park - depth issues.jpg (299 KB) MKDD - Baby Park - depth issues.jpg Baby Park screenshot kemenaran, 05/22/2017 06:47 AM
MKDD - Dino jungle - depth issues.jpg (300 KB) MKDD - Dino jungle - depth issues.jpg Dino Jungle screenshot kemenaran, 05/22/2017 06:48 AM
MKDD - Dino jungle - depth issues.dff.zip (2.05 MB) MKDD - Dino jungle - depth issues.dff.zip Dino Jungle FIFO log kemenaran, 05/22/2017 06:48 AM
GM4E01-1.png (1.2 MB) GM4E01-1.png Using dual-source blending fallback for destination alpha, pre-4677 ligfx, 09/08/2017 01:10 AM
GM4E01-2.png (527 KB) GM4E01-2.png No dual-source blending for destination alpha, master ligfx, 09/08/2017 01:12 AM
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