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Screen vibrates slightly when starting a Monster Hunter game with a post processing shader since v1.9.3-538 #12940
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Can you paste the log shown when you resize? It should show created/deleted FBOs, which is what I'm interested in. -[Unknown] |
I could reproduce on MHFU, upon changing rendering resolution I get:
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InfoLog: Was using (1:1) resolution so when I maximize the window it would resize. |
Est: 04044000 V: 0x0, R: 480x272, S: 481x273, STR: 512, THR:1, Z:44088000 = 481x273 What if you move the lines added in that pull (#12746) down so they are right above -[Unknown] |
Seem to fix it |
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Use Hm. I know we also changed the shader parameters, but they didn't really make sense before... -[Unknown] |
Reverting the commit doesn't fix it, while moving it below does on master for me (tho' it's such a subtle flicker may just be reduced a bit and I can't notice it anymore). I went back 500 commit to try to 9f694af and it flicker there too, I guess I either have never noticed or some driver update exposed it? I'm running NVIDIA driver 440.82 on Linux. Still pretty weird. |
Thanks, tag fixed. Ok so this is with v1.9.3-908 with the change reverted and it vibrated on the language select menu in MHFU at 2x window & (1:1) resolution, maximized the window and it stopped. It seems this happens if I'm gonna check on official v1.9.3 as I didn't notice it before but maybe it was as subtle as 530 was. |
Also seem to happen on OpenGL only, is Vulkan fine for you as well? But it's happening in build I have played on way too much to have never notice it tbh. |
Okay, either way I'm going to move those lines down. Seems like it should be better. Does it log anything about 481x273 when you see the flicker? -[Unknown] |
For me it happens on all backends :/ But moving the lines do stop the vibration when you have loaded a character at least. Yes it does mention here about 481x273: Currently this was done on DirectX 11 It still mentions about 481x273 even when you don't use a post-processing shader but it doesn't flicker. Edit* I realized I didn't pay attention where I moved the lines, I accidentally had it above "If viewport wasn't valid..." comment instead, sorry. But good news on my end it did fix the flickering even on language menu and title screen on all backends. |
The only reference to it I get is this, but it's the same log on OpenGL (flicker) and Vulkan (fine).
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If you enable debug logging, it should say why it guessed 481. Maybe it's hitting this case What if you change I don't think that's the case though... if you enable debug logging (not just info), it should show why it estimated 481 wide. -[Unknown] |
I made a mistake, edited my previous post regarding that. |
Oh okay, well then we can say that changes fixes this issue. Great. -[Unknown] |
Nice to hear it was that. FWIW I can't seem to get any log level above Information on Linux (enabled the checkbox and changed the log level for all logging channel, am I missing something?). |
I think -[Unknown] |
What happens?
Screen shakes a bit if you start a Monster Hunter game with a post-processing shader (need to be enabled before starting the game). Turning off then on while game is running "fixes" it if you are using Auto(1:1) rendering resolution or by changing resolution manually(no need to turn off the shader in this case, a simple resolution refresh does it). It appears the issue started with v1.9.3-538-ga70f00ca8 as v1.9.3-530-g639a0b7eb works fine.
Reverting #12746 on latest master fixes it.
What should happen?
Screen shouldn't shake if you start a game with a post-processing shader.
What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.
CPU: i7-3770K
GPU: GTX 1070
OS: Windows 10 Home 64-bit
PPSSPP version: v1.9.3-538-ga70f00ca8 and later
Video: https://i.imgur.com/PENe8QW.mp4
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