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GL/Vulkan: Grand Theft Auto V graphical issues #3959
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Actually that change just changes referenced data that is uploaded from the cpu. There is no ARL preceding it meaning the values are intentionally that way (also confirmed in that swapping them rotated everything). Might be a vertex register misalignment or something broken in cell side calculations. |
With 345f92a: This screenshot is taken with PPU interpreter fast and SPU interpreter precise, and there's no graphic difference. |
Ace Combat Infinity, like GTA V, has the same distorted UI bug. With these settings and with/without Force CPU blit, it doesn't improve. |
I've attached a OpenGL renderdoc trace for the dark shadows. Tested with 0.0.7-8700-32a4c224. |
For post-processing missing bugs, please make sure to test with all the buffer options enabled in case the game is using SPUs for some effects. |
And also accurate xfloat just in case. There's a very large chance this effect is not done GPU-side given how weak the shader pipes are on RSX. |
I attached two RSX Captures for the broken UI bug. |
Dudes don't turn red anymore during intro mission |
@Xcedf I can confirm that the red texture bug is fixed, even if you get injured. But it still happens with OpenGL. Cellphone screen has now correct colors. Previously, colors were inverted. Although car reflections are missing in OpenGL. Vulkan shows them correctly. |
@MarioSonic2987 can't get to Franklin mission in the car shop cause of freezing, maybe Setarian strange monkey face bug is also fixed. Besides do you know maybe game need some special settings to maintain stability? |
@Xcedf You need to change Driver Wake-Up Delay to, at least, 400 μs. The "monkey face" bug is still there, but it happens when a character is too close to the camera. It also happens in the prologue in the same manner (see Michael's jacket in my previous comment). |
@MarioSonic2987 Freezes for me even on 5000μs. |
Water in the ocean seems to be no longer vertex exploding |
Broken reflections in vehicles and puddles in OpenGL is a regression caused by PR #8710. |
How about in the KD11 latest release? |
Nothing changed with #10764. Remaining issues:
|
In Gta V Most of the time, loud noises are made when entering the tunnel |
@MarioSonic2987 you're saying that rainbow artifacts is an old regression, so it worked on Vullkan at some point? |
Indeed loud noises are still present at randomly occurring times but nowhere near the amount of frequency as before. Very rare for pops and bangs now. |
@Darkhost1999 remove PPU Cache and try again, it was LLVM fix |
I have removed all of my caches and compiled them all again. |
@Darkhost1999 can you run this palce in prologue |
That would defeat the entire purpose of the error still exists but occurs less often. Because now you're asking me to pick and choose an area of the game that works now to record and prove my point that will not come to past because it'll only prove your point. |
In the end wrong issue ticket anyways. |
Did you remember me asking to change or drop your point? I can't. I'm just asking to test this certain place in the game that's it, to make sure that at least this is working. |
Alright but that section of the game does work and is fixed. So if that's what you want to know. It is indeed working there Simone's was worse I'll record later then. |
In the event it has not been said water is a regression. Build with regression #6359 Zerox used illusions build as a base. Then just reverted things from there. |
A regression occured, the game completely locks up at the "Get to the car" stage of prologue, FPS not changing This has occured every time for 5 times. 0.0.24-14133 Using all compatibility options described here https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V Footage/log is from fresh cache |
Debugger wouldn't stop mentioning getllar so I enabled accurate RSX reservation access and it worked. I tested as far back as #12234 and gave up. |
Vulkan regression might be fixed by #12768 |
Check if water is fixed by #13070 |
Flickering rainbow glitches are now almost fixed in PR #13077: |
Intermittent vertex explosions on vehicles still occurs even on the latest master. Desktop.2023.08.19.-.19.54.06.02_Trim.mp4 |
Will water be fixed soon? Or car flickering when damaged enough |
Graphical issues:
Distorted UI elements (HUD, loading screens...) - Fixed in rsx: Pass vertex attributes streamed via register writes in BE layout #10453
Black textures - Fixed in rsx: Implement separable MRT masks #6415
Dark shadows - Fixed in rsx/fp: Fix PK2/UP2 instruction #8186
Broken ambient occlusion - Fixed in rsx: Simplify support for ABGR formats #8713
Trevor's outfit changes color (red or black) and other characters during prologue's mission - Fixed.
Broken foliage in some locations - Fixed in rsx: Support CSAA transparency without multiple rasterization samples #6228
No color in skybox - Fixed in rsx/fp: Fix precision clamping on MAD instruction #8243
Broken reflections (Only present in Vulkan.)
Weird tracing when rotating the camera - Fixed in rsx: Implement separable MRT masks #6415
Footage (June 25, 2019)
Log OpenGL
Shaderlog OpenGL
RenderDoc OpenGL (Loading screen and ingame)
Original comment
With https://github.com/RPCS3/rpcs3/commit/a08e79f4267b5e9fab82949a5f011eb40aca76b0, GTA V renders its UI like this (look at the Rockstar's logo):But with RenderDoc, I was able to modify the shaders. I went to the vertex one to investigate what was causing that bug. And I found these two lines of code:
By changing bits 216 and 217, it fixed Rockstar's logo's orientation somehow, but the rest of UI is moved and rotated.
In conclussion, this bug is caused, likely, by a vertex shader instruction badly implemented.
Log OpenGL
Shaderlog OpenGL - It's important the latest generated vertex shader.
RenderDoc OpenGL
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