Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

NieR (Gestalt, USA ver.) - Popola and Devola are invisible ~ Boss fight only #4837

Closed
knzchaos opened this issue Jul 1, 2018 · 16 comments
Closed

Comments

@knzchaos
Copy link

knzchaos commented Jul 1, 2018

During Devola and Popola's boss fight, they appear invisible.

Video on issue: https://www.youtube.com/watch?v=VGZ9Iij4GrM
PS3: https://youtu.be/qq5dVHY4Es0?t=3m55s

Emulator settings: All default + 200% resolution scale + Write color buffers + 16xAF ()
PC Specs: Core i5 6500, GTX1060 6GB, 16GB DDR4, Windows 10 Pro x64
RPCS3 0.0.5-7018-345f92ab

Issue persists on both OpenGL and Vulkan.

@jjsat
Copy link
Contributor

jjsat commented Jul 1, 2018

With the European version they are visible for me when using Vulkan.
grafik

My specs are the same except for an i7 6700k and an AMD R9 380 (driver 18.6.1).

With OpenGL they are not visible, but the draw calls are there when capturing with renderdoc. They seem to be discarded or transformed away in the vertex shader. The capture is quite large but I can upload if necessary.

E: They are drawn differently than the reset of the scene. Their vertex shader has an additional input from a texture. I wonder if this relates to the fact that the type of this texture is "COMPRESSED_RGBA_S3TC_DXT5_ANGLE" for OpenGL and "R32G32B32A32_SFLOAT swizzle[ABGR]" for Vulkan. It is a 1D texture for Vulkan, but 2D for OpenGL.

@kd-11
Copy link
Contributor

kd-11 commented Jul 1, 2018

Just capture using rpcs3 capture and see if vulkan and ogl give differing results. If they do upload the capture.rrc file (usually quite small once compressed with 7z)

@jjsat
Copy link
Contributor

jjsat commented Jul 1, 2018

Ok. Here is a capture that should look exactly like the screenshot above. I cannot verify that though because replaying with OpenGL immediately crashes after creating the game window and replaying with Vulkan displays this
grafik

This a 7z file, the extension is just to make github happy:
capture.zip

@knzchaos
Copy link
Author

knzchaos commented Jul 1, 2018

How do I capture? I can't find this option in the emulator.

@dio-gh
Copy link
Contributor

dio-gh commented Jul 1, 2018

Go to View, and then toggle Show Debugger. There will be a button named RSX Capture - that's the one you are looking for.

Do note that you'll need to have strict rendering enabled for it to work.

@kd-11
Copy link
Contributor

kd-11 commented Jul 1, 2018

I have blus version of gestalt, maybe a save file will be more consistent if someone can provide a compatible one.

@kd-11 kd-11 closed this as completed Jul 1, 2018
@kd-11 kd-11 reopened this Jul 1, 2018
@knzchaos
Copy link
Author

knzchaos commented Jul 1, 2018

Thanks. After pressing the RSX Capture button my game just froze and it's been like this for 20~ minutes, is this how it's supposed to work?
There were a few lines written in the log though:

E {rsx::thread} RSX: Cannot invalidate a currently bound render target! x2
E {SPU[0x2000000] Thread (CellSpursKernel0) [0x1f620]} SPU: GETLLAR took too long: 10 x3
E {SPU[0x2000000] Thread (CellSpursKernel0) [0x1f620]} SPU: GETLLAR took too long: 11

Here is my save file (the middle one ingame is the one right before this fight) - rename to .7z:
Nier save.zip

@kd-11
Copy link
Contributor

kd-11 commented Jul 9, 2018

They show up on AMD but not on NVIDIA. OpenGL seems to have another unrelated bug, a fix is likely to be ready soon for both.

@kd-11 kd-11 mentioned this issue Jul 9, 2018
@kd-11
Copy link
Contributor

kd-11 commented Jul 9, 2018

Fixed by #4869. I had no evidence that non-2D vertex textures were possible in the G70 era, so I had left it hardcoded. It also seems to not support any filtering, seemingly only supporting point sampling only which fixes the openGL error as well.

@knzchaos
Copy link
Author

knzchaos commented Jul 9, 2018

Thanks for the response!

Edit: I did mention the fix didn't work for me, however the build I was using was an older one. Sorry!

@Illynir
Copy link

Illynir commented Jul 9, 2018

Works for me without problem.

@dio-gh
Copy link
Contributor

dio-gh commented Jul 9, 2018

@knzchaos because you are using an older version which doesn't contain the fix

@knzchaos
Copy link
Author

knzchaos commented Jul 9, 2018

Am I? I just downloaded the latest one from 10 hours ago from the website (7086).

@Illynir
Copy link

Illynir commented Jul 9, 2018

Website is Master, The fix is in a PR for now, not merged in Master.

KD gave you the PR: #4869

But it's good, it's fixed with the PR, probably merged in Master soon.

@dio-gh
Copy link
Contributor

dio-gh commented Jul 9, 2018

Yes. The fix hasn't been rolled out to master yet. You'll need to grab the correct version from the project's appropriate AppVeyor page to test it.

@knzchaos
Copy link
Author

knzchaos commented Jul 9, 2018

Sorry, I thought the latest website version already had the fix.
Thanks for the heads up.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants