Emulator Issues #9574
closedPokemon XD Shadowing Issues
0%
Description
Game Name?
Pokemon XD
Game ID? (right click the game in the game list, properties, info tab)
GXXE01
MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)
cd2d31e8d0bf928ea72a9fa441bfc310
What's the problem? Describe what went wrong.
The shadows of the interior areas and battlefields flicker and shift around constantly. Appears to be an issue with clipping the shadows and layering them correctly on the environment.
Less visible in outdoor areas, but is very noticeable indoors, and it appears to shift as the player character moves around the area.
This did not happen on older versions of Dolphin, and happens on both Direct3D 11 and OpenGL.
What steps will reproduce the problem?
Starting a new game and when the first battle starts, it should be readily visible on the battlefield, with flickering, translucent shadows across the terrain.
It is also visible in the first area, and they seem to shift around the player character somewhat as he moves around.
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?
Testing on Dolphin 4.0 r9399, exhibits this issue. Using an older version does seem to fix the issue.
Tested it on Dolphin 4.0 r7064, and it does not exhibit the issue.
What are your PC specifications? (CPU, GPU, Operating System, more)
CPU: Intel i7-6700k, 4 Ghz
GPU: EVGA GTX 970, 4GB
Memory: 16 GB DDR4
OS: Windows 10 64 bit
HDD: 512GB SSD + 3TB HDD
Backend: Direct3D 11
Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
Attached a short video of the environment shadows shifting as the player moves around the environment.
This is incorrect and the shadows are completely the wrong shape and size compared to the normal environment.
Files
Updated by JMC4789 over 8 years ago
Have you tried enabling/disabling fast-depth?
Updated by JMC4789 over 8 years ago
Try enabling it? Fast-depth is actually more accurate in many cases.
Updated by JMC4789 over 8 years ago
That actually looks like a projection hack of some sort. Can you send me a savefile of that area? I can investigate it myself.
Updated by merauder75 over 8 years ago
- File 01-GXXE-PokemonXD.gci 01-GXXE-PokemonXD.gci added
Here is the exported save file, not much to it (just started out)
Updated by merauder75 over 8 years ago
Note that the area in the video is just down the elevator from the save itself
Updated by JMC4789 over 8 years ago
Okay, I'll see if I can find anything. Thanks.
Updated by JMC4789 over 8 years ago
I checked your bisect out: Anti-aliasing wasn't working in D3D11 back then (at least no properly,) and that's why it didn't cause this bug before. OpenGL has had this bug with AA on for longer. Right now, we'd rather have all the backends doing the same thing (even if in this case, buggy AA was somehow avoiding triggering an issue,) and then figure out if heuristics or other changes can be applied that are better able to affect games without breaking various effects.
I'm leaning toward marking this issue as invalid, but, that doesn't mean that further work to make anti-aliasing higher compatibility with games won't happen.
Updated by merauder75 over 8 years ago
Ah ok, so it basically was due to innacurate AA implementation that allowed it to work before, makes sense.
Just tested it, turning AA off does work.
Updated by merauder75 over 8 years ago
Okay, oddly, using 2x SSAA seems to also work. It was 8x MSAA that was causing the shadows to bug out.
Updated by JMC4789 over 8 years ago
- Status changed from New to Invalid
Yeah, MSAA was broken in D3D and not doing things correctly. SSAA works differently so it could actually work without killing the shadows. Closing this issue, but it's really nice to know that D3D's AA is having the same defects as OpenGLs now! So in the end, regardless we learned that one of our changes is working properly :D