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HeyItsLollie avatar HeyItsLollie commented on June 2, 2024 1

I ended up taking a closer look. Unfortunately when it comes to DuckStation, I don't think these two settings can reveal anything that detailed about the interaction between specific polygons and textures.

duckstation-qt-x64-ReleaseLTCG - 2023-10-10 - 20-29-59

I tried chasing another idea: Hex-editing memory directly with Bizhawk to see how textures react to vertex colors. Bizhawk can only render at 1x resolution, making it harder to check the details. But from a glance, it seemed that maybe textures are unaffected by vertex colors.

BizhawkCompare
PS1-Shading

In the Steam release, pixel.hlsl multiplies vertex colors with textures. Line 28, color *= texture_color;
By altering this to color.rgb = texture_color.rgb; to force textures to render unlit, this should feasibly render a correct result. But a couple more problems arise.

  1. Even with unlit textures, PC's textures appear too dark.

PS1vPC-with-corrections

Seeing this, I finally dug into FF7's textures to check what the ground truth was, and wouldn't you know it, the texture is exactly as dark as it appears on PC.

PS1vPC-texture

  1. PS1's textures might actually be receiving shading after all.

The texture appears brighter on PS1, and it turns out there is actually a subtle gradient over the texture. I haven't dug into the model myself, so I don't know if the eye texture is directly on the vertex-colored polygon, or if it's floating above the vertex colors on a separate polygon. Either way, I'm guessing this gradient is a result of the game's lighting calculation.

CloudEye-TEXvPS1
PS1Shading

I'm reminded that there are PS1 games that have used vertex colors to produce overbrightness. Vagrant Story is one such game, another Square title. It's possible that this is what's happening here: Vertex colors are interacting with textures in such a way that they can become overbright, but this detail isn't being reflected in the PC version for some reason.

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julianxhokaxhiu avatar julianxhokaxhiu commented on June 2, 2024

@CosmosXIII any help on this part is appreciated. Thanks a lot

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CosmosXIII avatar CosmosXIII commented on June 2, 2024

Thanks for the report. Not sure it is as simple as multiplying things by 2. Could it be that lighting was not applied to the textured parts in the PSX version and therefore making it brighter?

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julianxhokaxhiu avatar julianxhokaxhiu commented on June 2, 2024

I wonder if with DuckStation we could capture this detail, although it would be difficult to spot. Probably enabling Show VRAM and Show GPU State should be enough to detect if the emulator applies Shadows on the textures
image

If anyone wants to help troubleshooting is welcome.

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