Daxter Sky Ghosting
Opened this issue · 3 comments
Game or games this happens in
NPUG80329 : Daxter
What area of the game
Anywhere where the sky can be seen, although the Hotel Garden is the easiest place to check with how level the sky is to Daxter...
What happens
When Daxter(or some other objects) moves across the sky he'll leave a ghosting effect:
Daxter.Ghosting.mp4
What should happen
I'm not sure if this is a quirk of the game or the emulator, but it seems just a bit too odd to be left in by the developers.
GE frame capture
Platform
Windows
Mobile device model or graphics card (GPU)
NVIDIA Geoforce RTX 2070 Super
PPSSPP version affected
v1.19.3
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
- Test in the latest git build in case it's already fixed.
- Search for other reports of the same issue.
- Try resetting settings or older versions and include if the issue is related.
- Try changing graphics settings to determine if one causes the glitch (especially speed hacks or enhancements/replacements.)
- Include logs or screenshots of issue.
Hm, could be an issue with when in the frame the z buffer is cleared, and it's entirely possible that this was left behind. I never noticed this and it might be even harder to notice on the PSP's screen. Did you check if it happens on actual PSP hardware?
Well I can't since I got this game on PSN for my PS Vita and extracted it from my PS3 system, so I don't have a real PSP to test this on even though I have a legitimate copy of Daxter to play with, and I'm a little unsure if the Vita's PSP emulator may cause issues of its own.
Edit: Well I checked on my Vita and sure enough it was there, but I still don't know if it's part of how the game is normally on a real PSP or if the Vita's PSP emulator is wrong too.
On PSP sometimes weirdness like that is used to create an intentional bluring around the object using slow refresh rate of real PSP screen. This #15668 could help replicate the effect it would have on PSP screens (more past frames useful for screen refresh delay simulation, not the grid shader someone discussed in the end).