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Shadow Tower Abyss - Flickering and dark picture #3281
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Disabling Depth gets around the dark picture, shadows are still an issue on hw renderer tho. |
Yep, still not fixed. |
Okay I did some investigation in to this and the problem is this. The game sets the Z buffer value to a solid number/colour of 29696, in RGB this translates to 0, 116, 0. It does this with the Z set to C16S, but I think this should only affect the swizzle, not the value which should be written as-is (we need to hardware test this). The target is then reused again as a depth texture to stencil out the shadows, and it tests drawing the black shadows to a completely white render target checking for when the the Z of the draw (which is all 29696) is higher than the current Z buffer (which is now max of 28672 because of the truncation), so every pixel passes, making the entire render target black. After some messing this gets blended back in with the frame, making the entire screen a shadow instead of just the shaded bits. |
So it turned out to be data loss during shader conversion. if somebody gets a chance, if they could quickly test #10053 with the actual game (not the GS dump, I've done that, it's fine), that'd be awesome. |
This has been tested, thanks. |
@dante3732 that looks like z-fighting in HW mode |
When Blending is enabled(set to anything above None) the game flickers constantly in the HW renderer.
Video HW: https://gfycat.com/dangerousbelatedfiddlercrab
Video SW: https://gfycat.com/welltodoinsistenthoopoe
There are also really extreme differences in lighting between the two
HW :
SW :
gsdump of screenshot :
gsdx_20200309220352.gs.zip
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