The following warnings occurred: | |||||||||||||||
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.2.28 (Linux)
|
![]() |
New AMD/ATI drivers bug identified: workaround in r2015 - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: svn trunk discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=56) +---- Thread: New AMD/ATI drivers bug identified: workaround in r2015 (/showthread.php?tid=3894) |
RE: New AMD/ATI drivers bug identified: workaround in r2015 - dista_bagus - 03-13-2011 try it with Rurouni Kenshin Saisen Jpcsp r2016 log => Use shaders + Enable dynamic shader ---->picture 1 log2 => Use shaders+Enable dynamic shader+Disable UBO ---->picture 2 & 3 RE: New AMD/ATI drivers bug identified: workaround in r2015 - gid15 - 03-13-2011 (03-12-2011, 10:40 PM)beanclr Wrote:Thanks for the screenshots, but please also add the log file (INFO level).(03-12-2011, 10:21 PM)gid15 Wrote:(03-12-2011, 09:40 PM)beanclr Wrote: See when I don't us enable saving GE. I just did a test with Disabling UBO and it work but if I keep vertex on it crashes randomly. I'mma try KHBBS now.So, if I understand correctly, with enabled UBO, characters are not displayed correctly, but when disabling UBO, the display is correct. Thanks! RE: New AMD/ATI drivers bug identified: workaround in r2015 - NeKit - 03-13-2011 Enabled options: Use vertex cache Use shaders Use a Geometry Shader for 2D rendering Enable saving GE screen to Textures instead of Memory Enable decoding of indexed textures (using CLUT) in shader Enable dynamic shader generation If I disable UBO in Sonic Rivals, graphics is okay, but CLUT doesn't work with texture2DProj error again, so it's too slow. RE: New AMD/ATI drivers bug identified: workaround in r2015 - beanclr - 03-13-2011 Sorry I have to duble post this. Its not working for me other wise. This post has pics and logs of me playing without ubo disabled. The game has really bad texture rips and flickering but for some reason when I stand still it seems to work. This happens with it enabled too. Nothing new. Just the 2nd post with UBO disabled. O_O It blended my two post together. Weird. Anyway, the last log it is the one I think you wanted. RE: New AMD/ATI drivers bug identified: workaround in r2015 - darkcloudl - 03-13-2011 i wanna test the changes, i really wanna to help with screenshots and logs, but i have some questions best configuration to use for testing? use the 32 or the 64 bit version? RE: New AMD/ATI drivers bug identified: workaround in r2015 - Darth1701 - 03-13-2011 (03-13-2011, 06:31 PM)darkcloudl Wrote: i wanna test the changes, i really wanna to help with screenshots and logs, but i have some questions 32-bit RE: New AMD/ATI drivers bug identified: workaround in r2015 - gid15 - 03-13-2011 (03-13-2011, 02:03 PM)NeKit Wrote: If I disable UBO in Sonic Rivals, graphics is okay, but CLUT doesn't work with texture2DProj error again, so it's too slow.A workaround for this AMD/ATI problem (No matching overloaded function found texture2DProj) is now available in r2017. RE: New AMD/ATI drivers bug identified: workaround in r2015 - darkcloudl - 03-13-2011 ok i posted the screenshots and logs for ff dissidia, 3rd birthday and naruto ultimate ninja 3 (i tried castlevania dracula x chronicles, but is broken in the 32 bits version, only works on the x64 :S ) config used: use vertex cache use shaders enable saving ge enable dynamic shader generation i use jpcsp r2016, and amd catalyst 11.2 on a ati hd 4670 ddr3 1 GB ![]() RE: New AMD/ATI drivers bug identified: workaround in r2015 - beanclr - 03-13-2011 ^ you need to disable ubo. ^_^ RE: New AMD/ATI drivers bug identified: workaround in r2015 - Karen - 03-13-2011 are you guys trying to solve that problems with the games that use that little 2d chars? ![]() i dunno how people call it...hummm, Bleach Soul Carnival has a problem, that it makes the chars and some parts of the background transparent, i think that it is a collor setting problem? ._. ........... all the games that have this type of graphic have a problem like that right? |