Rpcs3: GL/Vulkan: Ratchet & Clank Future issues

Created on 7 Mar 2018  路  47Comments  路  Source: RPCS3/rpcs3

Tested on rpcs3-v0.0.5-6498-7233640c_win64

Graphical issues

  • [x] Hud and menu colors are off.
  • [x] Some particles are purple/blue.
  • [x] Some objects are only lit up on one half.
  • [x] Green overlay is too blurry and too green (Vulkan) or just black (OGL).
  • [x] Some things are way too bright.


Main menu :heavy_check_mark: solved

RPCS3
Main menu on rpcs3 Vulkan and OGL.
PS3
Main menu on a real ps3.


Pause menu :heavy_check_mark: solved

RPCS3
Pause menu on rpcs3 Vulkan and OGL.
PS3
Pause menu on a real ps3.


Purple/Blue particles :heavy_check_mark: solved

RPCS3
Purple/blue particles on rpcs3 Vulkan and OGL.
PS3
Particles on a real ps3.


Quickselect menu :heavy_check_mark: solved

RPCS3
Quickselect menu on rpcs3 Vulkan and OGL.
PS3
Quickselect menu on a real ps3.


Green overlay :heavy_check_mark: solved

RPCS3 Vulkan
Green overlay on rpcs3 Vulkan.
RPCS3 OGL
Image2
PS3
Green overlay on a real ps3.

Ingame log
Renderdocs

Other issues

  • [x] Collisions are either fully working or almost fully broken (Instantly fall through the ground).
  • [x] Some particles have some crazy velocity calculations going on (things like sparks).
  • [x] Game can sometimes hang when you die and respawn.
  • [ ] Game can sometimes hang when not in-game (menu, cutscene)

(Will add logs and screenshots for these as I encounter them again)

Bug RSX

Most helpful comment

A fix for this missing graphics bug is in the works and will be available soon

All 47 comments

First two screens about menu colors this actually a regression i've investigated this problem before
will tell which revision caused this later, but here's the screen from some old version
4

welp this game has broke with latest kd fixes. Ingame with Write color buffers:
rpcs3_2018-03-15_23-59-00
OGL

rpcs3_2018-03-15_23-43-18
Vulkan

Another issue here, of all R&C games i have R&C Quest for Booty has enormous initialization time, for me it takes about a minute before smth happens in console and render window shows up, and in that minute it look like emu frozen and stopped working
started with aea09473, before it game initialized momentarily

Made a hacked build to be albe to test this Ratchet & Clank Tools of Deastruction Demo requires WCB for normal colors Ratchet & Clank Quest for Booty after latest master changes has normal colors even without it. The menu colors are also mostly fixed now except it becomes blue for a short time and then again normal
3
4

No longer fall through the ground in the beginning
5

@isJuhn Could you retest this?

Main menu colors are fixed and probably the other color issues too, but I can't confirm those as the game still does not render ingame graphics since https://github.com/RPCS3/rpcs3/commit/56c51ea3a996fd2c0ae537c53de3662f2fd2f1ed

A fix for this missing graphics bug is in the works and will be available soon

Purple particles in Ratchet and Clank Future: Tools of Destruction are fixed with #5115. Maybe that PR will fix the issue in Quest for Booty too.

only major issues right now are bloom and low framerates

some old issues are still present such as failing to load collision

A lot of issues listed here are already fixed. Any remaining?

A lot of issues listed here are already fixed. Any remaining?

mostly stability, effects, low res and collision

Try disabling FIFO reordering in the debug menu.

Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.

Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.

well ratchet and clank acit is a new engine game

Ratchet and Clank ACiT is still a modified version of the engine used in Tools of Destruction and Quest for Booty. Every game after uses the newer engine.

Updated the issue to reflect current status, here's a rrc for half lit up object
rrc

I take it most of the issues are fixed and we're left with shading problems. I have a way to avoid the performance hit of WCB in such games but it may take some time before I implement it.

@kd-11 The collision is still broken upon loading levels and random crashing is still present in all SPU and PPU decoders and accuracy settings.

Which graphical issues are still there?

Half lit up boxes are still there, there's a semi-recent regression in a graphical effect used by the laser on tachyon's ship on the first level in ToD as can be seen in this video (Thanks low for testing). Sparks flying everywhere is also there.

This issue was mostly about the first future engine, but since there's been some ACiT stuff added I guess we're going with it.
In ACiT I still get the thing in vulkan where the more of some effect is used, the slower the game starts to run, I've talked to kd before about it and even did a performance profiler test with MSVC. That issue is still there. There's also a whole host of issues with the ACiT Krell Canyon demo last I tested it, more than the full game in fact so that might be worth checking out.

I don't have the ability to test stuff right now so mslow is my proxy tester, otherwise I would have provided captures and stuff for the ACiT demo.

There is a huge cache bug I'm working on at the moment that may be related; we'll know in a few days.

5436 regressed both the nano bots and the laser from the ship in Ratchet and Clank Future: Tools of Destruction.

Before:
ray
After:
after laser
Before:
before box
After:
after b

Is it possible to get RSX capture of the missing laser?

@kd-11 RSX Capture

Fix for the broken laser committed, please update the issue ticket. Even better, also post a comment with only the remaining graphics issues since the description contains other bugs from other parts of the emulator.

Some objects being only half lit up still occurs
image

There's also seems to be some problems with MSAA. When set to auto it degrades the quality of edges in a weird way.
MSAA disabled:
rpcs3 9366_2020-01-12_05-38-21
MSAA auto:
rpcs3 9366_2020-01-12_05-39-46
if you zoom in at the buildings, MSAA disabled:
image
enabled:
image

https://github.com/RPCS3/rpcs3/pull/7271 fixes the regression where WCB is needed to show graphics.

I've discovered the half lighting bug in a completely different game, Mass Effect 2. I'm not sure whether to open another issue, but I thought I'd mention it here. It is also visible in the first game, as seen in #6990. This is good since these are PC games, so it may be easy to figure out what is the cause of the half lighting bug for all the games.

Contributing my own logs for a few of the issues here, along with a save game to a planet (Planet Fastoon) where all these issues are immediately apparent at least on my machine. I'd be more than happy to contribute any more info upon request. Albeit do keep in mind I am new to debugging with RPCS3.

Download: https://files.catbox.moe/mh6c4b.7z

System specs: https://i.imgur.com/Q7u0H71.png

Issues:

  • Some objects are only lit up on one half: This can be seen ingame if you swing across the gap (Jump near the floating ball and hold down circle to swing across) and head to the crashed ship. There is a RSX capture of this in the zip file. Picture here: https://i.imgur.com/1EpHfrQ.jpg

  • Some things are way too bright: Becomes apparent once you walk to the edge of the gap from your ship. It seems that on some surfaces the issue becomes proximity based, and the farther you are the way the less the issue appears. There are RSX captures of this in the zip file. Video example here: https://youtu.be/JRRTM9curpM

  • Collisions are either fully working or almost fully broken (Instantly fall through the ground): This basically started happening to me consistently on Planet fastoon. You basically keep falling to your death over and over again for an unpredictable amount of time until the game decides there is floor there, also applies to enemies. Video example here: https://youtu.be/9p3jgZG0rbo

  • Some particles have some crazy velocity calculations going on (things like sparks): Happens in a few places, in the video I recorded it shows the sparks going crazy with straight lines going in a certain direction. A RSX capture is included in the zip file. Video example here: https://youtu.be/vpG_aN8Bq-w

RSX capture of clanks weirdly shaded head on ToD: https://files.catbox.moe/usf9e8.7z

Screenshot: https://i.imgur.com/pvuQr6n.jpg

@isJuhn, #7565 fixes the Collision issue. Mark it as solved.

@isJuhn, #7820 fixes "Some particles have some crazy velocity calculations going on (things like sparks)." Please mark as resolved.


Voron Asteroid Belt Hang

ToD hangs when loading the Voron Asteroid Belt level. Tested it on NPUA80965 with various options (interpreters, force cpu blit, wcb, accurate xfloat/getllar/putlluc, etc.) and on older builds, but no dice. Others on the forums also reported this issue with BCES00052.
RPCS3.log.gz
Save file.zip

This seems to have been fixed.

Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.

RPCS3.log.gz

I noticed in the logs that I have this message:

E RSX: Your GPU does not support alpha-to-one for multisampling. Graphics may be inaccurate when MSAA is enabled.

When I have AA enabled, my screen looks like this:

https://i.imgur.com/ClFlxhJ.jpg

When I disable AA, the game looks normal.

Seems that Alpha-to-one has been broken on AMD drivers since forever:
https://community.khronos.org/t/amd-radeon-hd-5770-gl-sample-alpha-to-one/64408
https://community.amd.com/thread/170229

Same guy also posted here with no response from AMD: http://graphics1026.rssing.com/chan-12292945/all_p32.html

I am so sick of AMD's shit, I'm going back to Nvidia for my next graphics card.

Intel would be your best bet for rpcs3 MSAA compatibility unfortunately because NVIDIA refuses to implement stencil export in shaders which means for some scenes AMD is 5-10x faster with MSAA enabled (e.g GT HD concept menus). All vendors are insufficient in some way.

I'm really surprised that the game didn't really run any better with MSAA off and looks substantially worse.
Is there a way to force MSAA in the AMD control panel? I set it to override in game settings and set it to 4x MSAA, but nothing happened.

Modern rendering techniques like deferred rendering don't mesh well with forced MSAA and puts a lot of stress on the driver to get it working. You have to basically redo all the shaders with MSAA-compatible versions and make sure sampling works correctly so I'm not surprised nothing happens for some games.

What's changed though? A year ago, I was able to have MSAA on and as far as I can tell, alpha to one has been broken in AMD drivers for almost 10 years now.

An update on the half-lit objects:
I was only able to identify one half-lit model in the game Tools of Destruction which is the crate. The objects aren't really half-lit, they're set up to mirror after drawing half the face (only one half of each face is actually stored). Vertex attribute decoding may be the culprit, but could also be a red herring. An investigation into the compressed vertex format used shows rpcs3 is decoding values very close to ps3 counterpart, so the issue may be coming from elsewhere such as textures.

Hi everyone. I have the latest build of RPCS3 and trying to run TOD. It seems to crash after about 10 minutes of gameplay. Sometimes it crashes straight away. Any fixes for this?

Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.

RPCS3.log.gz

try to get off "write color buffers". After severals try to fix it, this one worked.

  • "Some objects are only lit up on one half." seems fixed by #8398 ,
  • and "Some things are way too bright." was fixed for me awhile ago, if I am thinking about the same bug as you.

Gonna close this issue now that half lit up objects is fixed by #8398
This Issue has grown old and ugly so it's time to put it down. Any remaining problems with the old engine games will need a new issue.

Was this page helpful?
0 / 5 - 0 ratings

Related issues

LokiGrants picture LokiGrants  路  3Comments

legend800 picture legend800  路  3Comments

Birch-san picture Birch-san  路  3Comments

kurosh10000 picture kurosh10000  路  3Comments

iBlackS0ul picture iBlackS0ul  路  3Comments