Rpcs3: Broken colors with AA Enabled on NVIDIA Kepler

Created on 17 Jun 2019  路  26Comments  路  Source: RPCS3/rpcs3

Some users reported broken colors with AA Enabled on Skate 3, and that disabling AA fixes the issue

  • GTX 760
  • GTX 670
  • GT 640

RSX Capture: https://drive.google.com/file/d/1umE-qLgY3RJ8t056fPejGmbsoV30eQQY/view (GT 640)

RSX Capture renders with correct colors for me on R9 280X

NVIDIA Vulkan

All 26 comments

This also affects my GTX 760.

I have a theory as to why this is happening, I'll push some commits for it soon.

Same here, GTX 770.

Thanks!

This happens with Tomb Raider Trilogy [BLES01195] too, but only with Vulkan.

tomb2
tomb

v0.0.6-8416 Alpha [2019-07-25]
[RPCS3.log.gz](https://github.com/RPCS3/rpcs3/files/3434280/RPCS3.log.gz)

Same issue with Catherine:
Screenshot (22)

GTX 760m

Happens with The Sly Collection (BCUS98246): https://www.youtube.com/watch?v=UPF7JkgBix0

Disabling anti-aliasing does fix it, or switching to OpenGL. There's more info in my previous issue linked above.

Still reported to be happening

@PaulBGD @leopard20 @NovaPrima @Cereal-Killa test with
https://ci.appveyor.com/api/buildjobs/lko1t51vi2rmibel/artifacts/rpcs3-v0.0.7-8894-89f582dd_win64.7z

This build seems to freeze on my PC:

E {RSX [0x000bcb0]} RSX: F {RSX [0x000bcb0]} RSX: class std::runtime_error thrown: Failed to compile compute shader (in file C:\projects\rpcs3\rpcs3\Emu\RSX\VK\VKHelpers.h:3210)

I cleared all caches and retried, same exception gets thrown.

gnqEGbcc5t

wuFq9j1LN7

please always provide full log instead of a screenshot

please always provide full log instead of a screenshot

Absolutely.
RPCS3.log.gz

New build compiling here https://ci.appveyor.com/project/kd-11/rpcs3/builds/28132087

Thank you.

First time I ran it the emulator terminated by itself, then I ran it again and this is how it rendered:

1eWVYwRwiI

The "stable" branch renders like this for comparison:

kjIunBQGta

Log: RPCS3.zip

It appears format conversion on these old cards is taken literally (which is completely wrong) and means a workaround is required in the shader.

This build works around this problem. Unfortunately, this also means I will need to gather chip IDs for maxwell and kepler cards since right now it is applied to all unknown nvidia cards and I have only registered pascal and up. I'll try and gather the required device IDs in the next day or two, since that will have to be merged before the workaround to avoid breaking things for everyone else.

This build works around this problem. Unfortunately, this also means I will need to gather chip IDs for maxwell and kepler cards since right now it is applied to all unknown nvidia cards and I have only registered pascal and up. I'll try and gather the required device IDs in the next day or two, since that will have to be merged before the workaround to avoid breaking things for everyone else.

I appreciate your hard work.

10DE 1184 - 196E 1033

LaLNKZMvH3

Check if it is fixed by #6780

worked like a charm 馃槏
thank you!!

rpcs3_vYU4oXBkMC

FYI, I get twice the FPS without AA.

rpcs3_mBkroVwOom

Thats a bit of an unfair comparison since MSAA is technically smart upscaling. Makes more sense to compare MSAA vs something like 200% scaling. Even then, due to some features missing from NVIDIA cards, they can perform very poorly at times.

Closing as fixed.

Thats a bit of an unfair comparison since MSAA is technically smart upscaling. Makes more sense to compare MSAA vs something like 200% scaling. Even then, due to some features missing from NVIDIA cards, they can perform very poorly at times.

No problem man, just wanted to point that out in case it was something not expected, graphics look more or less the same even without AA considering the resolution.
Thank you

There have been a few developments over the past 24h that tangentially relate to this ticket. Please check if MSAA still works ok on rpcs3's latest master (wait about an hour for it to build). Alternatively, just test with the build from https://github.com/RPCS3/rpcs3/pull/6930

There have been a few developments over the past 24h that tangentially relate to this ticket. Please check if MSAA still works ok on rpcs3's latest master (wait about an hour for it to build). Alternatively, just test with the build from #6930

The game ran incredibly well with AA set to Auto on this build, it's butter smooth really, only thing I noticed is that after reaching the game main menu the console will start throwing an endless exception, but the game is still playable, it didn't seem to affect anything:

SPU[0x2000003] Thread (job Manager - Job Thread) Please report to the devloper (0x059e8).

rpcs3_dgPkpNKnhp

RPCS3.log.gz

Sorry for posting on this old issue but that's the first one that came up when doing a search on github issues, I know intel isn't technically supported but the same problem happens with my igpu (intel uhd 630), disabling aliasing fix it.

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