
Sun in the tunel?!? OK!!!!!
Backend: OpenGL
Yeah, I believe the game is asynchronously reading from the depth buffer to figure out if the sun might be visible or not. This is hard to implement in GL without murdering performance, but we might be able to get this approximately right (with a frame delay) in Vulkan. Something for the future as it's quite tricky stuff...
EDIT: This is actually not what's going on! See https://github.com/hrydgard/ppsspp/issues/11100#issuecomment-698589470 below.
@hrydgard
This is probably the same as this issue https://github.com/hrydgard/ppsspp/issues/10229, right?
Not certain but quite likely!
@hrydgard so what with this? Still waiting?( If yes no problem but depth buffer readback can fix lot of games)
+interresting in this game Is that, when you are rotated to the sun, you will get really big performance decrease.
Hm, I thought the big perf decrease was only in Burnout Legends, where it currently does do a readback when the sun is visible..
If we will fix it can it fix performance?
@marosis Turning off "Simulate block transfer" fixes the performance issue.

Here's a GE Dump:
recording.ppdmp.zip
Here's a GE Dump:
recording.ppdmp.zip
No sun light issue on my phone mali-450 gpu opengl
I'm using your ge dump 馃

PPSSPP v1.10.3-725 git build
@Gamemulatorer the sun issue still happens in-game. When i making the GE Dump for sun in the tunnel or building the sun disappears.
Here's a GE Dump:
recording (2).ppdmp.zip
Maybe opengl 2.0 device are not affected by this issue 馃槄
Maybe opengl 2.0 device are not affected by this issue 馃槄
@Gamemulatorer could you send me the screenshot of this game are you playing?
This game is very very slow on my phone when the sun is showing :(


But when I'm inside the tunnel the sun doesn't show :)


Weird that it's so slow. I'm gonna have to investigate how the sun is done in this game too. We've solved the sun in Legends as good as we can get it, I think, though...
Performance is good on my phone with sun is showing @1X rendering resolution but the graphics is too much pixelated unlike before 馃檨

Performance is good on my phone with sun is showing @1x rendering resolution but the graphics is too much pixelated unlike before 馃檨
@Gamemulatorer change the texture filtering to linear since the auto in texture filtering uses nearest for Burnout games all other games uses linear since the BlockTransferAllowCreateFB change for Burnout Legends
There's gonna be some new mipmapping option soon that will help fight the pixellated look as well that some games have.
Checked in a change that gets rid of readbacks for the sun effect, but it's still not fixed, just a bit faster.
This game is evil and renders to the same texture it's reading from while downsampling the region around the sun, forcing a full framebuffer copy - since it does that stuff out in the border of the main render target... Sigh.
I believe it then uses the result of that as a CLUT (color palette) to adjust the strength of the sun effect. This old PR has a clue: https://github.com/hrydgard/ppsspp/pull/8246
The sun same happens for PS2 version of Burnout Dominator running on PCSX2 see https://github.com/PCSX2/pcsx2/issues/883 for more info for other burnout games.
Here's a GE Dump:
recording.ppdmp.zipNo sun light issue on my phone mali-450 gpu opengl
I'm using your ge dump 馃
PPSSPP v1.10.3-725 git build
Sorry about this but I think I'm wrong issue also present on my phone 馃槄

But why it can't reproduce this on a ge dump?
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Weird that it's so slow. I'm gonna have to investigate how the sun is done in this game too. We've solved the sun in Legends as good as we can get it, I think, though...