[Bug 14762] New: Max Payne 2: sepia tone filter issues (high PPE)

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Aug 4 15:42:35 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=14762

           Summary: Max Payne 2: sepia tone filter issues (high PPE)
           Product: Wine
           Version: 1.0.0
          Platform: PC-x86-64
               URL: http://www.rockstargames.com/maxpayne2/mp2_downloads.htm
                    l
        OS/Version: Linux
            Status: UNCONFIRMED
          Severity: normal
          Priority: P2
         Component: directx-d3d
        AssignedTo: wine-bugs at winehq.org
        ReportedBy: liquid.acid at gmx.net
                CC: onety-three at gmx.net


Hi,

this is a cleaned up version of the issues first described in
http://bugs.winehq.org/show_bug.cgi?id=14038.

Game affected: Max Payne 2 (demo version tested)

Issue: MP2 uses some fullscreen post-processing effects to enhance gaming
experience. The famous bullet time effect is using a sepia tone filter, which
breaks on wine when certain ingame options are set.

MP2 offers two modes of post-processing effect quality (switching them
completly off is also possible):
(i) medium -> the sepia filter works
(ii) high -> sepia filter breaks

Notice that MP2 also uses some other PP (post-processing) effects, like a
motion blur filter in cutscenes. The filter from the cutscenes is NOT affected
by this issue described here, although it also affects the entire screen.

The issue also appears with wine-0.9.56.
Issue is gone when going back to wine-0.9.45, but the rendered area is now
confined in a rectangular portion of the visible screen. (read more about this
at the end (*))

Regression testing turned up this commit:
[d09cbcec91561186bee77aaba55b29cbf2d7e7ef] wined3d: Activate
GL_ARB_texture_rectangle.

http://source.winehq.org/git/wine.git/?a=shortlog;h=d09cbcec91561186bee77aaba55b29cbf2d7e7ef
Notice the other five wined3d commits by Stefan Dösinger.

Somehow using ARB_tex_rect instead of using NP2 emulation breaks the sepia
filter, but leaves the motion blur intact.
In fact this commit does also correct "scaling" issues with the other PP
effect, motion blur (again see below (*)).

My wine settings for MP2:
UseGLSL=disabled
OffscreenRenderingMode=backbuffer
RenderTargetLockMode=auto

It doesn't matter though is ORM is set to backbuffer or fbo, the issue also is
reproducible with ORM=fbo. However testing this with ORM=backbuffer makes it
easier for me because of other issues with FBO (plus FBO generates a lot of
FIXME noise on the console).

Graphics hardware used to confirm:
(i) Me, using a Geforce FX 5900
(ii) Frank Roscher, using a Geforce FX 5700

Drivers versions:
(i) FX 5900 driven with 100.14.19 and 173.14.09 (makes no difference)
(ii) FX 5700 driven by driver version 169.12

(*) Interesting facts with wine-0.9.45:
Like I said above PPE set to high work with this version, but the rendered area
is suffering from "scaling issues". This can be reproduced all the time with
the bullettime filter.

However there are also the cutscenes, using the motion blur filter. The funny
thing there is that they are also affected by the scaling issue, BUT not
always.
Watch the first cutscene sequence after you gain control over Max in the
hospital room (the cutscene begins when you are right in front of the double
door). The scaling issue changes during the cutscene to correct rendering, and
back after some moments.
I don't know if the changes from "wrong scaling" to "correct scaling" and
vice-versa are always the same but I'm going to check that again.

Greets,
Tobias


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