Help-SDL-app does not respond with lastest ATI drivers??????

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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby isamu » Fri Dec 30, 2011 1:22 pm

Oh no! Scud Race has graphical glitches now too with their latest drivers! God Dammit ATI! :cry: :cry: :cry:

Bart hopefully you can sort this out with the next revision of SM. Silly ATI can't get their act together. D2 and SR are broken for me now :cry:
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby Bart » Sat Dec 31, 2011 11:34 am

isamu wrote:Alas, coming back to Supermodel after a short break, and after updating to ATI's 11.11 drivers, I've discovered 11.11 drivers is causing graphical glitches in Daytona 2 Advance and Expert courses. Argh...silly ATI. I can't wait til nVidia's next gpu rolls off the assembly line. Anyone know a good work around for this?


Screenshots? Does it behave differently if you try to use Fragment_NoSpotlight.glsl or Fragment_Flat.glsl as your fragment shader? I don't have an ATI card so it'll be very difficult for me to debug.
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby isamu » Sat Dec 31, 2011 10:00 pm

Bart wrote:
Screenshots?


Image
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Pieces of the planes missing, rocks and cliffs missing, pieces of the road missing, and none of these issues were present before updating my drivers. The sad thing is, I can't rollback the drivers to a previous version because they actually improved performance for me in several games including Skyrim.

Does it behave differently if you try to use Fragment_NoSpotlight.glsl or Fragment_Flat.glsl as your fragment shader?


Hi Bart, can you please explain what is Fragment_NoSpotlight.glsl or Fragment_Flat.glsl, and how I can apply it? What is a fragment shader and where is this option located?


I don't have an ATI card so it'll be very difficult for me to debug.


:(
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby Bart » Sun Jan 01, 2012 11:21 pm

isamu wrote:Pieces of the planes missing, rocks and cliffs missing, pieces of the road missing, and none of these issues were present before updating my drivers.


Weird. I can't explain why random polygons would be missing. In some screenshots, it looks like only pieces of polygons are missing, perhaps indicating that the fragment shaders are causing problems.

Does it behave differently if you try to use Fragment_NoSpotlight.glsl or Fragment_Flat.glsl as your fragment shader?


Hi Bart, can you please explain what is Fragment_NoSpotlight.glsl or Fragment_Flat.glsl, and how I can apply it? What is a fragment shader and where is this option located?


One is located on the download page, the other (Fragment_Flat.glsl) is located inside the source code, under Src/Graphics/Shaders/. Use the -frag-shader option, e.g.: supermodel game.zip -frag-shader=file.glsl
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby isamu » Mon Jan 02, 2012 4:18 pm

Bart wrote:
isamu wrote:
Weird. I can't explain why random polygons would be missing. In some screenshots, it looks like only pieces of polygons are missing, perhaps indicating that the fragment shaders are causing problems.

One is located on the download page, the other (Fragment_Flat.glsl) is located inside the source code, under Src/Graphics/Shaders/. Use the -frag-shader option, e.g.: supermodel game.zip -frag-shader=file.glsl


Hi Bart...OK I ran the emu with both of the shaders you mentioned(not simultaneously of course). Fragment_NoSpotlight gives the same result, no change....just missing polygons like before. Strange.

Fragment_Flat just removes the textures completely and makes it look like Virtua Racing.

My Daytona 2 bat file with NoSpotlight applied looks like this:

C:\E\Supermodel_0.2a_Win64_9-25-11\supermodel.exe C:\E\Supermodel_0.2a_Win64_9-25-11\roms\dayto2pe.zip -ppc-frequency=50 -res=1280,720 -fullscreen -force-feedback -frag-shader=Fragment_NoSpotlight.glsl.

Pretty sure I have it typed out correctly.

This is so sad. I was enjoying the emu so much before this crap with ATI's drivers :( Not blaming you at all Bart, I know you're working hard to make the emu as good as it can be. Just wish ATI would get their driver problems straightened out.

Anything else or any other shaders you might suggest Bart?
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby nuexzz.. » Mon Jan 02, 2012 4:51 pm

In the menu, system tray Catalyst Control Center 3D settings put \ standard configuration \ balanced

luck
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby Bart » Mon Jan 02, 2012 8:21 pm

isamu wrote:Fragment_Flat just removes the textures completely and makes it look like Virtua Racing.


It should do this. Polygons should be a single color. Apart from that, is there any missing geometry?
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby isamu » Mon Jan 02, 2012 10:00 pm

nuexzz.. wrote:In the menu, system tray Catalyst Control Center 3D settings put \ standard configuration \ balanced

luck


Same thing :(

Bart wrote:
isamu wrote:Fragment_Flat just removes the textures completely and makes it look like Virtua Racing.


It should do this. Polygons should be a single color. Apart from that, is there any missing geometry?


OK I just ran shader_flat again and no, I did not notice any missing geometry. Keep in mind I am not used to running the game this way so it looks extremely wonky to me LOL. But as far as I can tell, other than the bizzarre flat shading effect, no missing geometry AFAICT.

Do you suppose a complete from scratch ATI driver re-install, meaning uninstalling current video drivers and re-installing them again, could clear it up? I would, but I don't know how to do it. Something to do with safe mode and all that jazz...
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby Bart » Mon Jan 02, 2012 10:55 pm

isamu wrote:
OK I just ran shader_flat again and no, I did not notice any missing geometry. Keep in mind I am not used to running the game this way so it looks extremely wonky to me LOL. But as far as I can tell, other than the bizzarre flat shading effect, no missing geometry AFAICT.


I guess that probably means the issue is in the fragment shader. Unfortunately, I don't have time in the coming couple of weeks to work on this but if the problem continues to persist, I suppose I will try to work with you to see if I can't at least identify exactly where the problem is.

In the meantime, if you could do me a favor, grab Fragment.glsl from the Supermodel 0.2a source code and comment out lines 166-173 (but not 174 for now), like this:

Code: Select all
/*
      if (fsTexParams.y > 0.0)   // contour processing enabled
      {
         if (fragColor.a < 0.01)   // discard anything with alpha == 0
            discard;
      }
      
      // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
      if (fsTexFormat > 0.0)      // contour (T1RGB5) texture map
*/
         fragColor.a = 1.0;


Save it to your Supermodel folder. I suggest a unique name so we can keep track of it: F_Jan02.glsl. Then run Supermodel using this fragment shader. These changes will ruin transparent/translucent polygons but otherwise, how does it look?
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Re: Help-SDL-app does not respond with lastest ATI drivers??

Postby isamu » Tue Jan 03, 2012 12:47 am

Bart wrote:
isamu wrote:
OK I just ran shader_flat again and no, I did not notice any missing geometry. Keep in mind I am not used to running the game this way so it looks extremely wonky to me LOL. But as far as I can tell, other than the bizzarre flat shading effect, no missing geometry AFAICT.


I guess that probably means the issue is in the fragment shader. Unfortunately, I don't have time in the coming couple of weeks to work on this but if the problem continues to persist, I suppose I will try to work with you to see if I can't at least identify exactly where the problem is.

In the meantime, if you could do me a favor, grab Fragment.glsl from the Supermodel 0.2a source code and comment out lines 166-173 (but not 174 for now), like this:

Code: Select all
/*
      if (fsTexParams.y > 0.0)   // contour processing enabled
      {
         if (fragColor.a < 0.01)   // discard anything with alpha == 0
            discard;
      }
      
      // If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
      if (fsTexFormat > 0.0)      // contour (T1RGB5) texture map
*/
         fragColor.a = 1.0;


Save it to your Supermodel folder. I suggest a unique name so we can keep track of it: F_Jan02.glsl. Then run Supermodel using this fragment shader. These changes will ruin transparent/translucent polygons but otherwise, how does it look?



Thanks for working with me on this Bart. It's appreciated man. I will attempt to comment out those lines in the file but before I do, I am going to try and do a complete from scratch re-install of my video drivers and see what happens. I mean it just doesn't make sense for the image on the screen to be fine with previous drivers, while it's all screwed up on current ones. Plus, my boy nuexzz doesn't seem to be reporting any problems, but then again, I don't know what drivers he has. Hey nuezxx, mind telling us? If it's 12.1 preview, then and it's working fine him, then... :(
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