Pcsx2: Hype the Time Quest: missing polygons

Created on 28 Apr 2019  路  12Comments  路  Source: PCSX2/pcsx2

PCSX2 version:
1.5dev 3108

PCSX2 options:
All default, speedhacks disable, tested with interpreter.

Plugins used:
All defaults, GSDX software mode

Description of the issue:
The game "Hype the Time Quest misses a lot of polygons with all GSDX renders (likely a core problem).

Capture

How to reproduce the issue:
Load the game "Hype the Time Quest".

Not a regression

PC specifications:
AMD fx8350, GTX 1060, 16 gb Gskill ram

Bug - Unknown Source Core Interpreter Recompiler

All 12 comments

I have just tested it again with PCSX2 v1.5.0-dev-3272. Unfortunately nothing as changed yet. I will check again regulary. If you need any data related to this issue, dont hestitate to contact me.

Best,
Marvin

Unfortunately, I too have suffered these graphic bugs. No matter how hard I tried all the possible configurations, nothing works. I find this unfortunate because these bugs make the game experience extremely difficult (or even unplayable). I pray that a solution will appear very quickly.

Hello there, after playing a bit, I noticed that not only polygons/textures are missing, but mechanics too. I managed to cross Gogoud's bridge and selecting the key but no matter how many times I try, the gate won't open. I have the unlocking animation, but nothing happens. Some sounds won't play too by the way.

I managed to cross Gogoud's bridge and selecting the key but no matter how many times I try, the gate won't open.

I can't confirm this behaviour. I was able to reach Torras. But once reached, everthing was cut afterwards the mid of the screen.

I tried it on PAL Version German.

Missing textures and sounds can be similar issue to Shadowman 2, probably caused by SNDDRVGR.IRX or SNDDRV.IRX. Will be good to find person that own modded PS2, and that game, to test it using OPL and SMB. There is small chance that missing texturing will be reproduced that way on PS2, and will partially confirm that iop is problem here.

Why SMB + OPL? Because this scenario is getting most of IOP memory, and for example allow to reproduce Shadowman 2 issue on real hardware. I know is more like assumption than anything else, but really worth to give it a shot. Is not first time when custom sounds modules produce issues, vide DOA2, Shadowman 2.

Can't comment on Shadowman 2, but in the case of DOA2, the dcache bug is on the EE side. DOA2 does two nonblocking RPC calls in a row, Because the game, for some reason, reuses the same buffer for sending and receiving, without dcache emulation the IOP will overwrite the second RPC call, which leads to the crash.

The tl;dr is that the issue with DOA2 has nothing to do with the IOP and is completely caused by EE bugs.

If this game has a custom CDVD streaming module, then it could be a likely candidate for the problem. Otherwise, I'm not sure how broken sound would also affect missing polygons. More often than not, I've found that "IOP bugs" are actually caused by improper usage of the modules on the EE side.

I realized something! The textures/polygons are not missing, they are all there. It is the order of the textures that are bugger, those normally in the background appear in the foreground and therefore hide the others. If you observe well at the beginning of the game, some textures reappear depending on the camera angle. Some polygons might be missing too.

A GS dump won't help, this is a VU issue.

Is it possible to fix the issue or the game is made in a particular way that makes the launcher unable read VU correctly?

I'm not sure if it's fixable without causing performance problems, it's something I'm going to have to look in to and see if I can come up with an adequate solution.

Thanks

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