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Andon 



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...   Created on 17.09.2007 - 03:44Jump to top Quote this post Report this post Edit Delete


I'm using Windows Vista and Catalyst 7.9 on a laptop with a Radeon Mobility X1600 chipset. Unfortunately, the OpenGL plugins have what seem to be tessellation errors on world maps in games like Final Fantasy VIII and Star Ocean 2. The problem is not limited to the world maps, but it is most obvious on them. This appears to be limited to the Catalyst drivers for Windows Vista, but the behaviour is not unlike a triangle strip with a degenerate triangle, or an improperly issued triangle fan. I suspect something about the polygon winding is confusing Catalyst's Vista ICD.

Considering the specific nature of this problem, it might be easier to fix if I could take a look at the source code for the OpenGL2 2.8 plugin (the bug also manifests itself in the OpenGL 1.76 plugin). I've got 7 years experience with OpenGL, and I've worked on Snes9x among other emulators; I'm fairly certain I can fix this problem. What's more, Windows _does_ support selecting render devices for OpenGL, but it must be done when selecting the Device Context... in other words, the "Select Device" feature in the D3D plugins is also possible in OpenGL - and would make rendering directly to a different display much easier. This is something I could implement in about 5 minutes, as I work with multiple display devices on a daily basis.

If it's not possible to distribute the source code, it would still be a great help if you could look at the differences between the draw primitive calls in the D3D plugin and the draw array calls in the OpenGL plugin. You might consider a new compatibility option to avoid fans/strips for buggy drivers.

Thanks,
- Andon




The_Source ...
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...   Created on 17.09.2007 - 07:13Jump to top Quote this post Report this post Edit Delete


It would be nice if Pete hears you. But he didn't visit this forum for several month already. Reason - unknown. As for source codes, he promised to release them in OpenGL2 plugin's 10th anniversary .
By the way, AMD finally decided to take a serious work on the drivers, so this bug will be fixed. The only question is "when".





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diceman2037 
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...   Created on 17.09.2007 - 17:06Jump to top Quote this post Report this post Edit Delete


Andon, are you sure you've got the settings right?

there are infact known issues with the world map on any video card if you haven't got the right Frame buffer settings.

can you post yours?

hmmm, i wonder if its at all possible to fix the characters heads so they sit properly :\

[Dieser Beitrag wurde am 17.09.2007 - 17:07 von diceman2037 aktualisiert]




Andon 



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...   Created on 18.09.2007 - 00:17Jump to top Quote this post Report this post Edit Delete


For Final Fantasy VIII, I'm using:

Plugin: Pete's OpenGL2 Driver 2.8
Author: Pete Bernert
Card vendor: ATI Technologies Inc.
GFX card: ATI MOBILITY RADEON X1600

Resolution/Color:
- 1280x720 Fullscreen - NO desktop changing
- Internal X resolution: 2
- Internal Y resolution: 3
- Keep psx aspect ratio: on
- No render-to-texture: Šy

- Filtering: 4
- Hi-Res textures: 2
- TexWin pixel shader: on
- VRam size: 256 MBytes

Framerate:
- FPS limitation: on
- Frame skipping: off
- FPS limit: Auto

Compatibility:
- Offscreen drawing: 2
- Framebuffer effects: 3
- Framebuffer uploads: 0

Misc:
- Scanlines: off
- Mdec filter: on
- Screen filtering: on
- Shader effects: 1/4
- Flicker-fix border size: 1
- GF4/XP crash fix: off
- Game fixes: on [00000002]



However, I have tried every combination imaginable. I'm certain at this point that this is a primitive assembly issue, as some of the missing triangles appear to wind up facing the other direction.

It's possible that the new Vista driver model, which virtualizes all GPU resources, is causing trouble with certain types of GL Vertex Buffer Obects. The problem reminds me of a bug I ran into a couple of years ago, by not strictly enforcing max index/vertex counts when using VBOs w/ Catalyst. ATI's ICD would silently fail, rendering _part_ of the mesh, while nVidia's ICD would just crash - neither behaviour was particularly helpful




diceman2037 
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there are some known issues with ATI cards and the ultra high Y-Resolution, and you also have the Frame buffer settings wrong


Compatibility:
- Offscreen drawing: 2 - causes garbage in FF8 and FF7, should be set to 1, this is most noticeable along the horizon where the ground meets the water.
- Framebuffer effects: 3 - this is correct
- Framebuffer uploads: 0 - this should be set to 1 or 2 for FF8 and FF7, otherwise summon and limit effects are missing, i did the same thing on my first playthrough and was wondering why the space background was missing in Edens summon.

i dunno if this will help, but these are the correct settings (otherwise hell breaks lose lol).

hopefully Pete releases the source soon, i just wonder if theres a way to position the characters heads properly on thier bodies when they are close to the edge of the screen :P




randomname 



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...   Created on 30.11.2007 - 20:42Jump to top Quote this post Report this post Edit Delete




I think I have the problem described above, X1600 pro/ Catalyst 7.11/Vista Ultimate x64

It happens in OpenGL 1.76 and OpenGL2 2.8 and all the older versions of those plugins/ versions of Catalyst, it seems slow too, like there is no hardware acceleration

ATI Opengl Version 6.14.10.7056

[Dieser Beitrag wurde am 30.11.2007 - 20:44 von randomname aktualisiert]




randomname 



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...   Created on 30.11.2007 - 22:03Jump to top Quote this post Report this post Edit Delete


I just used a program I found on Emuforums, OpenGL Extensions viewer and found there is no OpenGL ICD Installed, guess that explains no hardware acceleration, although the benchmarks in that program and in lightsmark 2007 show uncorrupted images




kenyon53 



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...   Created on 09.12.2007 - 10:26Jump to top Quote this post Report this post Edit Delete


screen of v rally 2 with my config AMD 64 4200 X2 - X850 XT catalyst 7.11 - VISTA PRO 32 Bits - epsxe + pete open gl 2.8



What do I do to solve this graphical bug presents on all my games ?





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diceman2037 
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...   Created on 09.12.2007 - 23:18Jump to top Quote this post Report this post Edit Delete


wait for pete to fix it.




omorzo 



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...   Created on 23.12.2007 - 15:00Jump to top Quote this post Report this post Edit Delete


Hi!

I have the same problem with both mesaGL and XGL linux drivers and an ati X1400. Of course no problem with software rendering.

Yeah Pete: go opensource!

Cheers

Omorzo




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