Dolphin, the GameCube and Wii emulator - Forums

Full Version: Real XFB broken on Vulkan on some systems
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(05-24-2017, 05:51 AM)Runo Wrote: [ -> ]Okay.
I have just created a new issue on the Issue Tracker, gathering all information I could on this.
If you have anything else to add, please do it:
https://bugs.dolphin-emu.org/issues/10301

EDIT:
Delphined, I might have discovered something, but I need confirmation.
Do you have any game that needs Real XFB for displaying videos, such as Tarzan Untamed or Donald Duck Goin' Quackers?

I have Batman Vengeance and Prince of Persia Sands of Time and can confirm that videos are purple
Also on my system "Vertex rounding" option in Vulkan doesn't work well (makes strange artifacts) and I'm pretty much sure that it is related to the same problem that causes Real XFB not to work...
(05-25-2017, 10:30 PM)dephined Wrote: [ -> ]I have Batman Vengeance and Prince of Persia Sands of Time and can confirm that videos are purple

Good, some consistency. My system behaves exactly like yours on all situations tested! Now we need to figure out what sets them apart from the ones that don't have this problem.

Quote:Also on my system "Vertex rounding" option in Vulkan doesn't work well (makes strange artifacts) and I'm pretty much sure that it is related to the same problem that causes Real XFB not to work...

Yes! I realized this yesterday when examining another bug report. I left them a heads up there.
Btw are you using DisplayPort, DVI or HDMI as video cable connection?
DVI, single monitor
You?
DisplayPort
I just spent around three hours playing around with Dolphin's settings.
I did everything test I could possibly imagine. For every setting I toggled, I went there and tried enabling Real XFB.
I didn't learn as much as I hoped, but there were some details worth mentioning:

- When anabling Real XFB on Vulkan, the FPS counter keeps showing normally, I was playing Mario Sunshine so it was at 25fps. However, if you have the frame counter enabled in the Movie menu, you'll notice the frame count goes up in a higher speed when Real XFB is enabled in Vulkan. I know, bizarre.

- There is a post processing shader that puts some scanlines relative to the internal resolution. It's called nightvision-scanlines. The higher the internal resolution, the smaller is the space between each scanline. so I went to compare Real XFB output with normal 1x IR output. It doesn't match. when I turn on Real XFB, the screen goes black, but you can still see the scanlines from the post processing shader, and they are arranged in a different manner than when XFB was disabled. This means, I guess, that the black scree it's outputting isn't even the right resolution.

- All texture dumps, EFB dumps and FIFO recordings I took when Real XFB was enabled came out normal, no black screens.

blubberdiblub

(05-26-2017, 09:23 AM)Runo Wrote: [ -> ]- There is a post processing shader that puts some scanlines relative to the internal resolution. It's called nightvision-scanlines. The higher the internal resolution, the smaller is the space between each scanline. so I went to compare Real XFB output with normal 1x IR output. It doesn't match. when I turn on Real XFB, the screen goes black, but you can still see the scanlines from the post processing shader, and they are arranged in a different manner than when XFB was disabled. This means, I guess, that the black scree it's outputting isn't even the right resolution.

I think you're onto something here.

When I test it on my system where XFB is working fine, replicating your situation with the Native internal resolution and the nightvision2scanlines post processing filter, I get perfectly consistent heights of the "scanlines", regardless of switching XFB on vs. off or being in-game vs. watching the intro video that needs XFB in Tomb Raider - Underground.
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