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Sometimes it appears as though the texture filtering on distant polygons seems broken or at the very least not on par with the OpenGL backend. I'm not sure if this is all related or even if it's all related to texture filtering, but it definitely looks off in comparison to the OpenGL backend which looks more accurate.
Screenshots are from the Vulkan backend.
NFL Fever 2002:
1.) Make sure Vulkan is set as your video backend.
2.) Start the game.
3.) Press start to skip the opening FMV and wait at the loading screen for the title screen to appear.
4.) Press Start at the title screen.
5.) Go to PRACTICE
6.) Select OPEN PRACTICE
7.) Select Offense
8.) Select a Team
9.) Press A to "Kickoff" at the Controller Select menu
10.) Once the game has loaded in, press the A button twice to skip the form menu.
11.) You should now be looking behind your player waiting to kick off.
Screenshot:
Red arrows are from me. Notice how theres an uneven break on the lines on the floor the further away towards the wall.
Spider-Man 2:
1.) Make sure Vulkan is set as your video backend.
2.) Start the game.
3.) Press start to skip the opening FMV and then press Start at the title screen.
4.) Press A at the name entry screen.
5.) Select a swing type and wait for the game to load.
6.) Press A to skip the opening cutscene.
Screenshot:
Red arrows are from me. Pause the game and alternate between the backends to see the texture filtering on the road in the distance change.
Star Wars: Battefront:
Screenshot:
Red arrows are from me. The shadows for the trees in the distance don't seem visible with the Vulkan backend but appear in the OpenGL one
Expected Behavior
Vulkan backend should be consistent with OpenGL, which looks more correct.
Screenshots are from the OpenGL backend.
NFL Fever 2002:
Notice how the lines on the floor going toward the wall further out are no longer broken.
Spider-Man 2:
Star Wars: Battlefront:
The shadows on some of the trees in the background appear visible with the OpenGL backend that weren't there before with Vulkan.
xemu Version
Version: 0.8.1
Branch: master
Commit: 8f478e0
Date: Tue Dec 31 10:20:49 UTC 2024
System Information
CPU: AMD Ryzen 7 5800X 8-Core Processor
OS Platform: Windows
OS Version: 22H2
Manufacturer: NVIDIA Corporation
GPU Model: NVIDIA GeForce RTX 3080/PCIe/SSE2
Driver: 4.0.0 NVIDIA 566.36
Shader: 4.00 NVIDIA via Cg compiler
Additional Context
No response
The text was updated successfully, but these errors were encountered:
Title
This issue affects multiple titles:
https://xemu.app/titles/4d530006/#NFL-Fever-2002 MS-006 [4d530006]
https://xemu.app/titles/4156002b/#Spider-Man-2 AV-043 [4156002b]
https://xemu.app/titles/4c410011/#Star-Wars-Battlefront LA-017 [4c410011]
https://xemu.app/titles/4c41001a/#Star-Wars-Battlefront-II LA-026 [4c41001a]
Bug Description
Sometimes it appears as though the texture filtering on distant polygons seems broken or at the very least not on par with the OpenGL backend. I'm not sure if this is all related or even if it's all related to texture filtering, but it definitely looks off in comparison to the OpenGL backend which looks more accurate.
Screenshots are from the Vulkan backend.
NFL Fever 2002:
1.) Make sure Vulkan is set as your video backend.
2.) Start the game.
3.) Press start to skip the opening FMV and wait at the loading screen for the title screen to appear.
4.) Press Start at the title screen.
5.) Go to PRACTICE
6.) Select OPEN PRACTICE
7.) Select Offense
8.) Select a Team
9.) Press A to "Kickoff" at the Controller Select menu
10.) Once the game has loaded in, press the A button twice to skip the form menu.
11.) You should now be looking behind your player waiting to kick off.
Screenshot:
Red arrows are from me. Notice how theres an uneven break on the lines on the floor the further away towards the wall.
Spider-Man 2:
1.) Make sure Vulkan is set as your video backend.
2.) Start the game.
3.) Press start to skip the opening FMV and then press Start at the title screen.
4.) Press A at the name entry screen.
5.) Select a swing type and wait for the game to load.
6.) Press A to skip the opening cutscene.
Screenshot:
Red arrows are from me. Pause the game and alternate between the backends to see the texture filtering on the road in the distance change.
Star Wars: Battefront:
Screenshot:
Red arrows are from me. The shadows for the trees in the distance don't seem visible with the Vulkan backend but appear in the OpenGL one
Expected Behavior
Vulkan backend should be consistent with OpenGL, which looks more correct.
Screenshots are from the OpenGL backend.
NFL Fever 2002:
Notice how the lines on the floor going toward the wall further out are no longer broken.
Spider-Man 2:
Star Wars: Battlefront:
The shadows on some of the trees in the background appear visible with the OpenGL backend that weren't there before with Vulkan.
xemu Version
Version: 0.8.1
Branch: master
Commit: 8f478e0
Date: Tue Dec 31 10:20:49 UTC 2024
System Information
CPU: AMD Ryzen 7 5800X 8-Core Processor
OS Platform: Windows
OS Version: 22H2
Manufacturer: NVIDIA Corporation
GPU Model: NVIDIA GeForce RTX 3080/PCIe/SSE2
Driver: 4.0.0 NVIDIA 566.36
Shader: 4.00 NVIDIA via Cg compiler
Additional Context
No response
The text was updated successfully, but these errors were encountered: