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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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Conditional EFB scaling to fix bloom
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Conditional EFB scaling to fix bloom
04-02-2019, 12:00 AM (This post was last modified: 04-02-2019, 12:46 AM by zombie167.)
#31
zombie167 Offline
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Amazing!Work like a charm.Shimmering has appeared but it is acceptable.


The last Story 6XIR

https://www.youtube.com/watch?v=Q6QPWPB4_vc&t=13s

Spoiler: (Show Spoiler)

Before

[Image: ryB2oEC.jpg]


After

[Image: uItX1tE.jpg]

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04-02-2019, 05:10 PM
#32
One More Try Offline
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Great to see another game is improved by it. As for the shimmer, I'm not sure, but maybe applying some sort of Gaussian blur to the upscaled EFB copy, rather than shrinking it, would prevent shimmer. You wouldn't want to do it to all EFB copies though, so it'd still be filtered with a slider. Unfortunately I don't know how to do that.

I noticed the rpcs3 (ps3) emulator also has an EFB copy slider to fix issues with small EFB copies. I don't think they are bloom issues, so maybe they will eventually remove the need for it, but interesting to see it applied in another emulator.
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04-02-2019, 09:09 PM (This post was last modified: 04-03-2019, 11:59 AM by zombie167.)
#33
zombie167 Offline
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(04-02-2019, 05:10 PM)One More Try Wrote: Great to see another game is improved by it.  As for the shimmer, I'm not sure, but maybe applying some sort of Gaussian blur to the upscaled EFB copy, rather than shrinking it, would prevent shimmer.  You wouldn't want to do it to all EFB copies though, so it'd still be filtered with a slider. Unfortunately I don't know how to do that.

I noticed the rpcs3 (ps3) emulator also has an EFB copy slider to fix issues with small EFB copies. I don't think they are bloom issues, so maybe they will eventually remove the need for it, but interesting to see it applied in another emulator.

The art style of this game is full of rich bloom effects,I think those shimmerings are acceptable. Just think of it as part of the bloom effect.I don't like Gaussian blur that makes a blur image. Big Grin
The custom resolution option(Resolution Scale Threshold) of rpcs3 ,one of the functions can be used to eliminate the over-bloom effect.Maybe it is used to adjust the texture size to match the resolution.It affects the lighting effect and the quality of the texture,whether the texture can be rendered normally or not.
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04-15-2019, 12:14 PM
#34
Silent Hell Offline
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Do you have any plans to rebase this into the dev versions of Dolphin? It certainly is a better alternative than using cheats. Even if it gets hidden as an INI option.
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04-29-2019, 01:35 AM
#35
matheusstaffa Offline
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This is amazing! Is there anyway to active this on skyward Sword on master builds? Or at least, a gecko code for bloom resolution?
My specs:
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Dolphin Revision Currently Using: 5.0-xxxx X64 (always the latest) and the latest Ishiiruka for custom textures.

I'm still learning english. Please, be patient with me. And, if i make a mistake, please correct me, i will learn a lot this way!  Big Grin
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03-19-2020, 02:13 AM (This post was last modified: 03-19-2020, 03:29 AM by Skroop. Edit Reason: Clarifying details )
#36
Skroop Offline
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Hey! Just want to say thanks for this, it works amazingly well.

I've been using it with Twilight Princess after having some graphical issues with your Gecko code:
https://forums.dolphin-emu.org/Thread-twilight-princess-bloom-fix-causing-graphical-bug

The slider works like a charm and now I can finally play this game nearly perfectly at higher resolutions!

I currently have the slider at 155, but 215 and 302 also work well. I feel 155 captures the look of the bloom closest to having Scaled EFB off. Messing around with the slider you can see there are incremental points where you can see it "switch" scaling. I'm guessing that's all the textures of the same resolution changing at that point.
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08-09-2020, 05:40 PM
#37
SonicoXXI Offline
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There is no way to exclude a texture by name? not because of its size.
(I speak Spanish translated by google)
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No hay una forma de excluir una textura por su nombre? no por su tamaño.
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08-09-2020, 07:15 PM
#38
JosJuice Offline
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(08-09-2020, 05:40 PM)SonicoXXI Wrote: There is no way to exclude a texture by name? not because of its size.
(I speak Spanish translated by google)
---------------------------------------------------------------------------------------------
No hay una forma de excluir una textura por su nombre? no por su tamaño.

From the perspective of the GPU, textures don't have names. You can however check the memory address or hash the texture.
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08-10-2020, 09:35 AM
#39
SonicoXXI Offline
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(08-09-2020, 07:15 PM)JosJuice Wrote: From the perspective of the GPU, textures don't have names. You can however check the memory address or hash the texture.

Great. Wouldn't that be the beginning of creating a custom graphics pack for each game? In some similar way they solved it in Cemu, the bloom problems to big resolutions.

(translated by Google)
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Genial. ¿Eso no sería el comienzo para crear un paquete gráfico personalizado para cada juego? De alguna forma similar lo resolvieron en Cemu, los problemas de floración a grandes resoluciones.
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08-16-2020, 12:59 PM
#40
SeiBiT Offline
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(04-15-2019, 12:14 PM)Silent Hell Wrote: Do you have any plans to rebase this into the dev versions of Dolphin? It certainly is a better alternative than using cheats. Even if it gets hidden as an INI option.

I think it should be merged to the main dolphin codebase, it's so important for a lot of games and it works really well.
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