Hello
I'm having trouble running 2 games with the OpenGL backend : F-Zero GX and StarFox Adventures.
My setup : Intel i5 6600, Intel HD Graphics 530, 16GiB RAM, Linux, Mesa, Dolphin 5.0-14344.
In short the issues with StarFox are freezes and incorrect rendering of the fuel cells.
In detail : I was running it with default Dolphin settings except : OpenGL Backend, Asynchronous (Ubershaders) Shader Compilation and Compile Shaders Before Starting.
I saved and quit the game just after landing with Fox on the planet, very early in the game. Then, every time I launched my save, the game would freeze in 0 to 5 seconds, except if I moved Fox away quickly enough. It also froze a couple a time when the camera was toward the center of the zone (too many stuff to display maybe ?). Also the fuel cells didn't render correctly, essentially the "electricity" was missing (see images). Plus every time I was watching a fuel cell, the game would freeze after a few seconds. So I guess most of the issue is caused by those fuel cells not rendering properly.
OpenGL / Vulkan :
So I tried : disabling dual core, enabling dual core and "Synchronise GPU thread", using the Synchronous and Asynchronous (Skip Drawing) Shader Compilation, switching from 16:9 to 4:3 (in game), and restarting the game from the beginning ; nothing changed.
Switching to Synchronous (Ubershaders) makes freezes really rare, but also makes the game very slow, and fuel cells still aren't rendered properly.
I also tried enabling Skip EFB Access from CPU, no more freezes except when looking at fuel cells.
Now for F-Zero, some effects aren't rendered and there are graphical glitches : red/magenta flashing lines.
Config : the game had FPRF, Synchronize GPU thread and EFBAccessTileSize = 0 enabled by default. For the rest, like StarFox, Dolphin defaults + OpenGL, Asynchronous Ubershaders and Compilation Before.
So whenever you use a boost, pass over a dash plate or hit a wall, the "electric arcs" are missing. (see images). And for the glitches, they are basically flashing red or magenta lines in the top right quarter of the screen. (see images) They often appear when you use a boost or hit a wall. They are very more common in some tracks than others. They also appear in some game intros.
"Electric arcs" in Vulkan :
Flashing lines and missing effects in OpenGL :
What I've tried : changing shader compilation method, enabling/disabling each box from the Enhancements rectangle (except Disable fog & Widescreen hack) and the Hacks tab, sliding the accuracy cursor in each position, and switching from 16:9 to 4:3 (in game). Synchronous (Ubershaders) Shader Compilation and disabling "Fast depth calculation" both reduced the number and frequency of glitches, but some still remain, plus it really slows the game down. With Synchronous Ubershaders, in some tracks, there's a still line in the corner (it's the only one that isn't flashing). The other changes were useless.
Important information : All of those glitches for both games are only present with OpenGL, not with Vulkan. The only problem with Vulkan is really bad performance on my PC (basically half the FPS I have with OpenGL).
For information, I verified both games, it said "Good dump".
So, has it happened to someone else ? Freezes in StarFox seems common, but not the rendering issue, and I didn't find anything about F-Zero. Should I report both as bugs ? Do you have some solutions ?
Temporary solution for now : use Vulkan (or Direct3D if on Windows) ; if it's too slow, enable "Skip EFB Acces from CPU" (and eventually disable "Scaled EFB Copy").
Sorry for bad english.
I'm having trouble running 2 games with the OpenGL backend : F-Zero GX and StarFox Adventures.
My setup : Intel i5 6600, Intel HD Graphics 530, 16GiB RAM, Linux, Mesa, Dolphin 5.0-14344.
In short the issues with StarFox are freezes and incorrect rendering of the fuel cells.
In detail : I was running it with default Dolphin settings except : OpenGL Backend, Asynchronous (Ubershaders) Shader Compilation and Compile Shaders Before Starting.
I saved and quit the game just after landing with Fox on the planet, very early in the game. Then, every time I launched my save, the game would freeze in 0 to 5 seconds, except if I moved Fox away quickly enough. It also froze a couple a time when the camera was toward the center of the zone (too many stuff to display maybe ?). Also the fuel cells didn't render correctly, essentially the "electricity" was missing (see images). Plus every time I was watching a fuel cell, the game would freeze after a few seconds. So I guess most of the issue is caused by those fuel cells not rendering properly.
OpenGL / Vulkan :
So I tried : disabling dual core, enabling dual core and "Synchronise GPU thread", using the Synchronous and Asynchronous (Skip Drawing) Shader Compilation, switching from 16:9 to 4:3 (in game), and restarting the game from the beginning ; nothing changed.
Switching to Synchronous (Ubershaders) makes freezes really rare, but also makes the game very slow, and fuel cells still aren't rendered properly.
I also tried enabling Skip EFB Access from CPU, no more freezes except when looking at fuel cells.
Now for F-Zero, some effects aren't rendered and there are graphical glitches : red/magenta flashing lines.
Config : the game had FPRF, Synchronize GPU thread and EFBAccessTileSize = 0 enabled by default. For the rest, like StarFox, Dolphin defaults + OpenGL, Asynchronous Ubershaders and Compilation Before.
So whenever you use a boost, pass over a dash plate or hit a wall, the "electric arcs" are missing. (see images). And for the glitches, they are basically flashing red or magenta lines in the top right quarter of the screen. (see images) They often appear when you use a boost or hit a wall. They are very more common in some tracks than others. They also appear in some game intros.
"Electric arcs" in Vulkan :
Flashing lines and missing effects in OpenGL :
What I've tried : changing shader compilation method, enabling/disabling each box from the Enhancements rectangle (except Disable fog & Widescreen hack) and the Hacks tab, sliding the accuracy cursor in each position, and switching from 16:9 to 4:3 (in game). Synchronous (Ubershaders) Shader Compilation and disabling "Fast depth calculation" both reduced the number and frequency of glitches, but some still remain, plus it really slows the game down. With Synchronous Ubershaders, in some tracks, there's a still line in the corner (it's the only one that isn't flashing). The other changes were useless.
Important information : All of those glitches for both games are only present with OpenGL, not with Vulkan. The only problem with Vulkan is really bad performance on my PC (basically half the FPS I have with OpenGL).
For information, I verified both games, it said "Good dump".
So, has it happened to someone else ? Freezes in StarFox seems common, but not the rendering issue, and I didn't find anything about F-Zero. Should I report both as bugs ? Do you have some solutions ?
Temporary solution for now : use Vulkan (or Direct3D if on Windows) ; if it's too slow, enable "Skip EFB Acces from CPU" (and eventually disable "Scaled EFB Copy").
Sorry for bad english.