(02-22-2013, 02:01 PM)Xalphenos Wrote: Using this release I get lines going through Mario outlining parts of him almost. Here is a pic. SMG1 btw.Do you have AA enabled? If yes, try with AA disabled.
It is far more noticeable in game than in this pic. All settings the same it doesn't happen in 3.5 stable or the latest master.
Specs:
Windows 8 pro x64
Gigabyte GTX 660 windforce 2GB GDDR5
Driver 310.90
I just checked and newer drivers released a few days ago so ill try again with updated drivers and some more games over the weekend.
Development Thread Please test 'GLSL-master'
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02-22-2013, 08:48 PM
Alright, here we go. I did a bunch of testing and found lots of problems. I'll add more later, but I figured this was enough for now. Specs are in my signature, using GLSL Master 3.5-724 that was linked to at the start of the thread. Click pics for full size.
Per-Pixel Lighting Per-Pixel lighting shows darker lighting on tons of games. It occurs in all backends, and is not present at all in Master. Off on the left, On on the right, click thumbnails to see larger versions. Mario Galaxy ______________ Brawl Twilight Princess Wii Anti-Aliasing As was suggested above, anti-aliasing causes problems, like odd gaps inside the polygons of a character. It doesn't seem to care how high the anti-aliasing is. Doesn't occur in master. Left is AA off, right is AA on. Mario Galaxy Brawl Metroid Prime 2/3 Doors Fifo Log - https://dl.dropbox.com/u/519564/Prime3%2...o%20Log.7z A very peculiar error. When you walk up to a door and shoot it, an orange circle expands from the point you shot and envelopes the door, and it opens. It shows that you broke the force field thing on the door. ...it's a metroid thing. Anyway, on GLSL, on first load it works perfectly. But stop emulation, don't close the emulator, and fire the game up again, and you'll get this. A grid of dots that gets bigger and bigger until the door opens. Weird stuff. It affects Prime 2 and Prime 3. Prime 1 does not have the effect. Master - how it's supposed to look and how GLSL looks on first run. GLSL - Shoot the door and dots appear, getting bigger and bigger until the door opens. Metroid Prime 3 Pause Menu Honestly, I'm not sure this one is your fault. It happens in master... sort of. Ok, so, in Prime 3, when you pause it, the screen blurs and the menu appears above it. On Master with OpenGL, this will usually work, but sometimes it will display a weird pale orange background. Bleh. On GLSL, it always shows a black screen, always, and puts the menu above that. Once, ONCE when I was testing, after over a minute of sitting, the blurred screen popped in behind the menus. No idea why it did that. Doesn't occur in D3D9 or D3D11. Make sure you see it in full size, it's kind of hard to see when this small. D3D9 - How it should appear. GLSL - Black screen behind menus AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
So I did some more testing, not too much though. Sonicadvance1, as you suspected, the Hacked Buffer Upload helped with the speed, however, I can confirm that the recent changes mentioned in the first post has made that option unnecessary for me. Super Smash Brothers Melee on the Fountain of Dreams stage works just as well as the current master branch now without Hacked Buffer Upload.
I see Major has confirmed the Per-Pixel Lighting issue. Turning it on darkens certain models, while leaving it off allows the images to look fine. However, the master branch obviously handles Per-Pixel Lighting just fine. Here's a comparison from Super Mario Galaxy 2: GLSL-master 3.5-728 master 3.5-419 Might these Per-Pixel Lighting issues be related to Wii games only? I have a number of GC games to test, but I'll have to wait until the weekend. I will also look into how AA affects this branch. Mario Kart Wii looks fine as far as I can tell. Minor speed differences in the menus (-4 FPS approximately at the worst) but that's nothing. Oh, and my drivers are pretty old, 290.10. Eventually I'll update it, along with GLEW :p (02-22-2013, 10:24 AM)Rhys Wrote: On my laptop changing from full screen to windowed or vice versa has a high chance of causing the entire system to restart (not even a bsod shows!). I'm getting this with every game I have. I'm using the x64 build currently in the top post (3.5-724), all settings are default apart from IR, which is set to Auto (Window Size). I tested this further today, switched laptop to default everything to the Nvidia card (before I had set dolphin to use the dedicated card and everything else to default to integrated). I managed to get this error message after the render window flashed between a window sized and full screen rendering of the game rapidly for a few seconds: It's better than a system restart, I guess. There's no real way to kill off my intel graphics forever so it's still in charge of the display. However what I can do is plug in an external display which will be entirely controlled by the nvidia card. When I plugged in an external display (1360x768 TV via HDMI) all the problems magically disappeared on both monitors (could set IR, toggle fullscreen), and the problems remained missing even after I plugged out the display. When I restarted Dolphin with no TV, I got the same problems as before.
Laptop Specs (ASUS N55SL)
OS: Windows 7 x64 CPU: Intel Core i7-2670QM @ 2.20GHz (turbo to 2.8) GPU: Nvidia Geforce GTX 635M RAM: 6GB (02-22-2013, 08:48 PM)neobrain Wrote: Do you have AA enabled? If yes, try with AA disabled.Yes I did. With AA disabled it does prevent it from happening. Situation is the same with the new 314.07 drivers. Here is a pic of what I believe to be the same thing happening in Mario Kart Double Dash. I noticed no per pixel lighting oddities in MKDD. Here is per pixel lighting in the gamecube version of Twilight Princess. Left GLSL Right Master. Specs: Windows 8 pro x64 Gigabyte GTX 660 windforce 2GB GDDR5 Driver 314.07
I did a little testing with Zelda the Wind Waker (didn't have time to test more games), here are my results:
Comparison of the average FPS between a GLSL build and a Master build, with both my Intel HD 3000 and my Nvidia GT 630m: As you can see in the chart the master build is always faster than the GLSL with the corresponding GPU. The Intel HD 3000 is especially slow in the GLSL build, but who cares about Intel GPUs. The difference with the Nvidia GPU isn't that big, and maybe some more testing will reveal it to be non-existant, I'll do that later. I also discovered that the GLSL build fixes Issue 3313, but only for the Intel HD 3000, here are some screenshots (water shouldn't have pink highlights): 1. GLSL Master with INTEL HD 3000 2. GLSL with Nvidia GT 630m 3. Master with INTEL HD 3000 (you can see that GLSL also fixed some Intel HD specific issues) 4. Master with Nvidia GT 630m Specs: OS:Windows 7 64bit (oh yeah, I used the 64bit-builds) GPU: Nvidia GT 630m and Intel HD 3000 Driver Nvidia: 314.07 Driver Intel: 15.28.12.64.2932 edit: I just saw that the GLSL build produced hundreds of 'p_*.txt' and 'ps_*.txt' files, they all seem to start with "No errors.". I'm guessing that is not the intended behaviour, or is it? edit2: This only happens when I use the Intel HD GPU. Here is an example: Spoiler: I created a dtm-file of the Zelda WW intro and then used that as my benchmark. Sadly "Pause at end of movie" doesn't seem to work for me, so it still isn't quite perfect and I suspect that the Nvidia GPU might be limited by my CPU in this test, but you can't have everything. Amazingly the Intel HD 3000 performs faster in GLSL +hacked buffer option than in master and still doesn't show the weird issues that it has in master builds, very nice work. The nvidia benchmarks were repeated once, since a single run was over way too fast to be representative. edit4: I used the built-in "Log FPS to file"-option for every benchmark 02-24-2013, 03:00 AM
I updated my Intel IGP driver (i've only been updating nvidia!) and I no longer get the crash on fullscreen toggle, and I can change IR without it breaking. So just ignore my report from earlier.
Laptop Specs (ASUS N55SL)
OS: Windows 7 x64 CPU: Intel Core i7-2670QM @ 2.20GHz (turbo to 2.8) GPU: Nvidia Geforce GTX 635M RAM: 6GB 02-26-2013, 11:20 AM
02-26-2013, 11:31 AM
(This post was last modified: 02-26-2013, 11:31 AM by Starscream.)
(02-26-2013, 11:20 AM)FHaze Wrote: I'm the only one testing this branch with a Radeon? I got some major video problems here. I sure wish that person would have mentioned the name of the game he was trying, that would have been so helpful.
Asus Laptop: K53TA
OS: Windows 7 Home Premium, 64-Bit - SP1 CPU: AMD Llano A6-3400M, Quad-Core, 1.4GHz-2.6GHz (Overclocked) GPU: AMD Radeon HD6650M, 1GB GDDR3 (Catalyst 13.1) RAM: Samsung 4GB DDR3-1333
Yikes. Which games give you those results? If there are a lot of problems on GPUs like yours, the devs should know as much about your situation as possible. You dual-boot right? Does it happen on both Linux and Windows?
EDIT: ninja'd by sensei |
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