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Metal Arms: Glitch in the System Shadow Transparency/Fade Issue #1060
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It's much more likely that this is a vertex shader problem than a combiner issue. I'd suggest looking at texture sampler 1 to see what kind of texture is being applied, in particular its alpha value, and compare that to a hardware dump w/ nv2a trace (or use common sense). I often find that textures are created with some bug in the alpha channel many draws before they're applied and manifest in a visible issue. |
Just tested both builds, identical results to this issue, looking into setting up nv2a trace and will report back |
I'm attaching an upload of an nv2a-trace I just ran for an hour or so, command 5960 specifically is the shadow texture used here, it does not have an alpha for texture sampler 1. link removed lol |
Please don't post nv2a-trace dumps, they typically contain raw assets that are likely not allowed to be shared. I'd be relatively surprised if there's really no alpha since there are easier ways to pass r0 alpha through than multiplying by a texture sample with an alpha channel that would either be set to 0 or 1 (both of which are also trivially easy to use via combiner values rather than texture sampling). |
Title
https://xemu.app/titles/5655000a/
NTSC
Bug Description
On hardware, player shadows have transparency and fade at a distance.
When emulated in xemu, shadows are fully opaque and do not fade correctly.
In render doc, stage 3 of the pixel shader causes the opaqueness. If you comment/remove stage 3 of this shader, the shadow renders more accurately. This is probably not the appropriate solution, but for documentation's sake has been included below. In addition, I am making this issue on behalf of the user who discovered it.
Xemu Example 1:
Hardware Comparison 1:
Xemu "Modified" 1:
Xemu Example 2:
Hardware Comparison 2:
Xemu "Modified" 2:
Shadow Fade Xemu Capture:
https://user-images.githubusercontent.com/11667457/173250324-62e94be0-5131-472e-9034-e47a783629c7.mp4
Shadow Fade Hardware Capture:
https://user-images.githubusercontent.com/11667457/173250512-55638e72-6a6c-4f7d-93cf-6eee28605de9.mp4
Expected Behavior
Shadows should be semi-transparent. In addition, shadows should fade from semi-transparent to non-existent, currently they are entirely visible until they reach the threshold they should disappear.
xemu Version
Version: 0.7.32
Branch: master
Commit: 3082949
Date: Fri Jun 10 23:30:50 UTC 2022
System Information
CPU: AMD Ryzen 7 3700X 8-Core Processor
OS Platform: Windows
OS Version: Windows
Manufacturer: NVIDIA Corporation
GPU Model: NVIDIA GeForce RTX 3070/PCIe/SSE2
Driver: 4.0.0 NVIDIA 512.95
Shader: 4.00 NVIDIA via Cg compiler
Additional Context
Levels tested are mil factory in multiplayer (to the right of the door where the black rivet grunt spawns) and Seen Better days after the scripted destruction of the gate.
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