Forums » Bugs

Broken planet textures.

Mar 23, 2021 RRuslan1999 link



Bractus I-11, Odia M-14 and Pyronis. And also many other planets in different systems and sectors are not displayed correctly.

System:
Blackview BV5800.
Android 8.1 Oreo.
Dysplay: 5.5, 1440x720.
CPU: MTK6739, 4 cores 1.5Ghz.
RAM: 2Gb.

Settings:
Textures: The problem is observed with any quality of textures
Driver: Open ES 2.0.
Scaling: Low
Background: The problem is observed with any quality of background.
Mar 23, 2021 incarnate link
Thanks for the details. Sorry to hear about the issue.

Looks like some kind of render-to-texture problem with the IMG PowerVR GE8100 GPU that's part of the MTK6739.

I don't think we have a sample of any PowerVR hardware of that generation, but I can try to reach out to them and see if they want to look into it.

Chances are, this is likely a "driver bug", from PowerVR. Unfortunately, on Android, because you cannot upgrade your OS without support from your carrier and device manufacturer, driver-flaws are un-fixable.

We can sometimes work around them in the game's renderer code. But, from past experience, if we chase down every issue relating to every version of the OS, as configured by every manufacturer, on every different chip.. we'll lose our minds.

Still, we'll look into it, and see if there's something obvious that might be related, or a feature that might help resolve the issue.

Like increasing the background detail, so planets are actually rendered as textured spheres, instead of baked onto the background, might address the visual issues. But, it would also make the game a bit slower.
Mar 23, 2021 incarnate link
Also, have you tried this on the ES 3.0 renderer?
Mar 23, 2021 RRuslan1999 link
Changing the driver did not fix the problem. Also, with this driver, the frame rate is noticeably lower.


There is also a rare problem with partially or completely disappearing backgrounds in the menu.



I want to note important information, which I forgot to mention right away. About half a year ago, there were no problems with the textures of the planets on the same device.

There is also a problem with loading meshes when preloading is enabled.

From:
WARNING! Using default OBB for meshname: 'greebled.detail.01' to greebled.detail.32

WARNING! Using default OBB for meshname: 'tech_beacon_01'
WARNING! Using default OBB for meshname: 'greebled.box.01'
WARNING! Using default OBB for meshname: 'station_compgreeb_square_01'
WARNING! Using default OBB for meshname: 'station_compgreeb_square_02'
WARNING! Using default OBB for meshname: 'station_compgreeb_square_03'
WARNING! Using default OBB for meshname: 'station_compgreeb_square_04'
WARNING! Using default OBB for meshname: 'station_comp_megatower_01'
WARNING! Using default OBB for meshname: 'station_comp_megatower_02'
WARNING! Using default OBB for meshname: 'station_comp_megatower_03'
WARNING! Using default OBB for meshname: 'station_comp_megatower_04'
WARNING! Using default OBB for meshname: 'fog_volume_01'
WARNING! Using default OBB for meshname: 'station_comp_megatower_05'
WARNING! Using default OBB for meshname: 'station_comp_megatower_06'
WARNING! Using default OBB for meshname: 'station_comp_megatower_07'
WARNING! Using default OBB for meshname: 'station_comp_megatower_08'
WARNING! Using default OBB for meshname: 'station_comp_megatower_12'
WARNING! Using default OBB for meshname: 'station_comp_megatower_11'
WARNING! Using default OBB for meshname: 'station_comp_megatower_10'
WARNING! Using default OBB for meshname: 'station_comp_megatower_09'
WARNING! Using default OBB for meshname: 'station_comp_megatower_13'
WARNING! Using default OBB for meshname: 'station_comp_megatower_14'
WARNING! Using default OBB for meshname: 'debris_ice_column_01'
WARNING! Using default OBB for meshname: 'debris_ice_column_03'
WARNING! Using default OBB for meshname: 'debris_ice_column_02'
WARNING! Using default OBB for meshname: 'debris_ice_column_04'
WARNING! Using default OBB for meshname: 'debris_ice_column_05'
WARNING! Using default OBB for meshname: 'station_comp_megatower_15'
WARNING! Using default OBB for meshname: 'fog_volume_01'
WARNING! Using default OBB for meshname: 'FogZone01'
WARNING! Using default OBB for meshname: 'debris_plated_metal_01'
Mar 24, 2021 incarnate link
Have you tried completely un-installing and re-installing the game?

We periodically see evidence of mobile devices that appear to be demonstrating flash-memory corruption problems, which may only impact some particular piece of written data.

Un-installing and re-installing should re-allocate the flash space used to install the game, and perhaps avoid the problematic area(s)?
Mar 24, 2021 RRuslan1999 link
Yes, I reinstalled the game twice before reporting the problem. I used both the version from the Play Market and this one, from your site.
Mar 25, 2021 incarnate link
So, the OBB warnings are spurious and not a real issue.

Have you tried turning up the background detail to the highest setting, using the ES3 renderer?
Mar 25, 2021 RRuslan1999 link
The problem persists with any setting. But I will repeat myself. Somewhere half a year ago there were no such problems. The exact time can not be specified, since I took a break from the game.
Mar 26, 2021 incarnate link
The problem persists with any setting.

See, the problem there is that, in ES3, the background on the highest background-detail setting stops baking the planets and renders them as 3D objects. So, the issue you're showing in screenshots, of mismatched skybox textures (with inherently "baked" planets), should not look the same at all. If what you're saying it accurate, and you've tested it again on ES3 (as opposed to ES2, which is what you were using in your original report), that's quite strange.

But I will repeat myself. Somewhere half a year ago there were no such problems. The exact time can not be specified, since I took a break from the game.

Yes, I saw what you wrote about things changing half a year ago. But, it's likely that data point is not very meaningful. This is still likely to be a driver bug on PowerVR.

It does not appear on any other mobile GPUs, that we're aware of.