Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Force Unleashed graphic issues (and speed issue) #3064

Closed
Solohack3r opened this issue Aug 6, 2013 · 12 comments
Closed

Force Unleashed graphic issues (and speed issue) #3064

Solohack3r opened this issue Aug 6, 2013 · 12 comments

Comments

@Solohack3r
Copy link

Reporting Star Wars: The Force Unleashed issues.

The game does run amazingly well on the v0.8.1-1076-g7a00891 (and the newer v0.8.1-1081-g73d7f49) build. UNTIL.. you actually try to play a level.

As you can see in the screenshots, the menu has zero issues. Even the pause menu works. It's the actual levels itself, where the graphics are completely messed up. You can basically pan around an empty world, with just the backdrop present. And.. it also has a red overlay.

Hope a solution can be figured out soon. It would be amazing to have this kind of game running on an android tablet.

Tested on a Galaxy Tab 2 7.

screenshot_2013-08-05-04-19-03
screenshot_2013-08-05-04-18-49
screenshot_2013-08-05-04-17-22
screenshot_2013-08-05-04-18-22
screenshot_2013-08-05-04-18-29
screenshot_2013-08-05-04-17-48

@thedax
Copy link
Collaborator

thedax commented Aug 6, 2013

If it worked previously on 8.1-1029 for Android, this is a duplicate of #3028.

@Solohack3r
Copy link
Author

I tried the v0.8.1-1029-g51596b6 build.

While this does fix the graphics issue, there is still a red overlay during levels. And, it's like stop-motion animation. Unplayable. Movement is way too slow. I tried changing every setting, and it's still not helping. I would think the game would run okay on my tablet.

@Solohack3r
Copy link
Author

I also tried 0.8.1 -564 g6d5d531 on my Galaxy Tab 2. None of the fonts work (they work in later builds), and the game is too slow to play (also on all builds). It's like stop-motion animation. One of the settings does disable the red overlay though.

It's so annoying. I can see the game, and I can move Vader around on the first level, but the movement is way too slow to be playable.

@Click-Clack
Copy link

You can fix this issue by switching the rendering to None then back to Buffered/Non Buffered until the red overlay disappears.

@unknownbrackets
Copy link
Collaborator

Is this still happening, or does it work okay now in the latest builds?

-[Unknown]

@thedax
Copy link
Collaborator

thedax commented Oct 28, 2013

Still happening, according to posts on the forum in the past week or so: http://forums.ppsspp.org/showthread.php?tid=1550&page=4, though it doesn't seem to affect NVidia with the latest drivers. I don't have the game, so I can't confirm it, however.

@dbz400
Copy link
Contributor

dbz400 commented Jan 10, 2014

This game looks fine for me on NV system

screen00258
screen00260
screen00261
screen00262

@thedax
Copy link
Collaborator

thedax commented Jan 10, 2014

As in a Tegra system? This issue is for Android.

@unknownbrackets
Copy link
Collaborator

So, does anyone have a Tegra and this game to verify if it works or not?

-[Unknown]

@unknownbrackets
Copy link
Collaborator

Hmm, this might be related to PowerVR issues that we recently improved. But, since there's been no response in almost a year, we have no way to know if it's still an issue or not.

I'm going to close it. If there's more info, we can reopen it.

-[Unknown]

@berk-can
Copy link

I fixed issue with starting ppsspp in opengl and sleecting vulkan which requires to restart ppsspp then voila, no red lines

@2bndy5
Copy link

2bndy5 commented May 1, 2020

I recently ran into this issue about the red lines on windows 10. I was able to solve it by restarting my computer and setting the render mode backend to "Direct3D 11". This issue came up after I had changed the render mode backend option, so it seems that it's caused by some residual data in memory somewhere. FWI, I was able to recreate this issue/behavior with the latest git build as well

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

7 participants