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[GC] The Legend of Zelda: The Wind Waker
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[GC] The Legend of Zelda: The Wind Waker
10-12-2010, 10:13 AM
#901
NaturalViolence Offline
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Quote:A patch which solved this went out a while ago, but seems no longer compatible with new revisions.

They never completely solved it. They merely made it "not quite as bad".

Quote: The exact place is the forest on Outcast Island, when I went to rescue Tetra the FPS decreased. To be precise, it only happened in the end of the forest, where you find Tetra. I noticed that there was some dust flying around, could it be the cause?

Can you give me a detailed readout of all of your settings? Particularly efb related settings.

Quote:Another thing, sometimes (like when entering the forest) on the top left part of the screen I get a "Cleared cache code" message, what does it mean?

It means exactly what it says, it cleared the cache.

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10-12-2010, 09:59 PM (This post was last modified: 10-13-2010, 07:28 AM by mans.)
#902
mans Offline
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(10-12-2010, 10:13 AM)NaturalViolence Wrote: Can you give me a detailed readout of all of your settings? Particularly efb related settings.
I tried a new SVN (mamario's r6269) and everything works fine. Just for curiosity I fiddled around with the settings to understand which one could cause the choppy gameplay but I couldn't find it. Tongue
Anyway, this are the settings I use (everything else is at default):

Skip GC BIOS
Fullscreen 1680x1050
Hide mouse cursor
DX9:
Widescreen Hack
Aspect ratio Stretch to window
Overlay FPS Counter

This are the EFB related settings (all at default):
Enable CPU->EFB access
EFB scaled copy
Enable EFB copy to RAM

I would like to 'soften' out the texture edges, what setting should I use?
I tried AA, but it blurs everything in the distance (at 4x, at 9x it's even worse). I found out that changing the internal resolution helps, but I can't figure out which is the best. To me it seems like Native<2x<Auto (fractional)<Auto (integral)<3x.

(10-12-2010, 10:13 AM)NaturalViolence Wrote: It means exactly what it says, it cleared the cache.
Yeah, what I really wanted to know if it is normal, because while playing Super Mario Sunshine I've never seen it.

P.S.
I'm glad that the widescreen hack works properly, in Super Mario Sunshine it would make everything duplicate!

Edit:
I've got another small problem, on Dragon Roost Island, precisely in the entrance to the Dragon Roost Cavern (where there are ashes flying around) I get some strange effects, here's a screenshot:
[Image: gzlp016.th.png]

The textures seem to move around.
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10-13-2010, 06:52 AM (This post was last modified: 10-13-2010, 06:53 AM by NaturalViolence.)
#903
NaturalViolence Offline
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@mans

I would recommend you try turning off CPU efb access to fix the "texture bluriness". As for performance, efb to texture will yield much better performance in some circumstances but may break some effects.

Quote:Yeah, what I really wanted to know if it is normal, because while playing Super Mario Sunshine I've never seen it.

Yes, that is completely normal.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."  
-Ron Swanson

"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony
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10-13-2010, 07:10 PM (This post was last modified: 10-13-2010, 08:46 PM by Uhyve.)
#904
Uhyve Offline
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I wouldn't post this normally since it's a barely noticeable difference, but it took so freaking long, thought I might as well let people see. I tried recreating the zelda logo in HD, I'm sure it's somewhere on the internet already anyways, but I thought I might give my photoshopping alittle exercise.

I've also been recreating a few of the textures for the first island, but they're not ready yet, so I'll probably hold back and release them all as a pack.

PS I'm a programmer rather than an artist (but got sucked in by the idea of HD texture packs), but don't worry about critiquing, I can take it.

Edit: Just to make it clear, the inserted pics are before and after shots.


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10-13-2010, 08:21 PM
#905
DarzgL Offline
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(10-12-2010, 10:13 AM)NaturalViolence Wrote:
Quote:A patch which solved this went out a while ago, but seems no longer compatible with new revisions.

They never completely solved it. They merely made it "not quite as bad".

The skipping problem was nearly solved since the sound was synced in cutscenes and there was no more skipping, except at the very end of the cutscenes. However, there was still some "cracking".
The guy who released this patch (neXus, the same guy who released the TP intro music patch) should really have released this as a SVN revision.
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10-13-2010, 08:51 PM (This post was last modified: 10-13-2010, 09:17 PM by mans.)
#906
mans Offline
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(10-13-2010, 06:52 AM)NaturalViolence Wrote: I would recommend you try turning off CPU efb access to fix the "texture bluriness". As for performance, efb to texture will yield much better performance in some circumstances but may break some effects.
I tried disabling CPU->EFB access but the bluriness is still there, so instead of AA (which I disabled) I changed the Internal Resolution from Auto (fractional) to 3x, to me it seems that Native<2x<Auto (fractional)<Auto (integral)<3x. What do you think about it?
Oh and I've enabled Enable EFB copy to Texture.

(10-12-2010, 09:59 PM)mans Wrote: I've got another small problem, on Dragon Roost Island, precisely in the entrance to the Dragon Roost Cavern (where there are ashes flying around) I get some strange effects, here's a screenshot:
[Image: gzlp016.th.png]

The textures seem to move around.
Am I the only one that gets this problem?

Are there other options that could improve the graphic quality? If I enable the antisotropic filtering it seems the same to me, when enabling bi/trilinear filtering the colors change a bit, but nothing else. The hires textures doesn't change anything, but I guess that's because I've to downoad them (do they occupy a lot of space?).

P.S.
Another two small bugs, but they really are small. Tongue
When you open a door, there is a small line on the bottom (very thin) that shows the outside, it lasts only the few seconds in which the screen is black fom opening a door or changing place.
If you position the camera in a way that lets you see through the heat of a fire, everything get's kind of duplicated. It's probably the heat of the fire that makes this effect. You can notice this even when carrying a flaming stick. I'm not sure, but I think that this bug and the one I get in the Dragon Roost Cavern entrance are related, maybe it's the heat that causes this effect? This effect is there even inside the Dragon Roost Cavern, so I'm almost sure that the heat causes it. Kind of annoying TBH.
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10-13-2010, 10:40 PM
#907
tygrew Offline
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(10-13-2010, 08:51 PM)mans Wrote:
(10-13-2010, 06:52 AM)NaturalViolence Wrote: I would recommend you try turning off CPU efb access to fix the "texture bluriness". As for performance, efb to texture will yield much better performance in some circumstances but may break some effects.
I tried disabling CPU->EFB access but the bluriness is still there, so instead of AA (which I disabled) I changed the Internal Resolution from Auto (fractional) to 3x, to me it seems that Native<2x<Auto (fractional)<Auto (integral)<3x. What do you think about it?
Oh and I've enabled Enable EFB copy to Texture.

(10-12-2010, 09:59 PM)mans Wrote: I've got another small problem, on Dragon Roost Island, precisely in the entrance to the Dragon Roost Cavern (where there are ashes flying around) I get some strange effects, here's a screenshot:
[Image: gzlp016.th.png]

The textures seem to move around.
Am I the only one that gets this problem?

Are there other options that could improve the graphic quality? If I enable the antisotropic filtering it seems the same to me, when enabling bi/trilinear filtering the colors change a bit, but nothing else. The hires textures doesn't change anything, but I guess that's because I've to downoad them (do they occupy a lot of space?).

P.S.
Another two small bugs, but they really are small. Tongue
When you open a door, there is a small line on the bottom (very thin) that shows the outside, it lasts only the few seconds in which the screen is black fom opening a door or changing place.
If you position the camera in a way that lets you see through the heat of a fire, everything get's kind of duplicated. It's probably the heat of the fire that makes this effect. You can notice this even when carrying a flaming stick. I'm not sure, but I think that this bug and the one I get in the Dragon Roost Cavern entrance are related, maybe it's the heat that causes this effect? This effect is there even inside the Dragon Roost Cavern, so I'm almost sure that the heat causes it. Kind of annoying TBH.

No, I think everyone got that problem with textures moving around in dragon roost dungeon.

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10-14-2010, 07:04 AM
#908
zoomer Offline
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(10-13-2010, 07:10 PM)Uhyve Wrote: I wouldn't post this normally since it's a barely noticeable difference, but it took so freaking long, thought I might as well let people see. I tried recreating the zelda logo in HD, I'm sure it's somewhere on the internet already anyways, but I thought I might give my photoshopping alittle exercise.

I've also been recreating a few of the textures for the first island, but they're not ready yet, so I'll probably hold back and release them all as a pack.

PS I'm a programmer rather than an artist (but got sucked in by the idea of HD texture packs), but don't worry about critiquing, I can take it.

Edit: Just to make it clear, the inserted pics are before and after shots.

Looks good man! Seeing this gave me an idea. Many of us are playing Windwaker in forced 16:9 on our HD displays. This stretches things a bit. Would it be possible to make textures that are optimized for 16:9 ? That would be so cool, particularly for interface stuff. Like a 16:9 pack!

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10-14-2010, 07:12 AM
#909
theeman
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Thanks for all the help with all those specs on page 89 NatViolence, it made my game run way faster and its definitely play able. Should i use the same settings for all other games? im trying to get TP to speed up a little...
10-14-2010, 09:46 AM (This post was last modified: 10-14-2010, 09:50 AM by Uhyve.)
#910
Uhyve Offline
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(10-14-2010, 07:04 AM)zoomer Wrote: Would it be possible to make textures that are optimized for 16:9 ? That would be so cool, particularly for interface stuff. Like a 16:9 pack!

With some of the stuff it should be pretty easy, just need to squash the images a bit on the horizontal axis (so that when it gets stretched in 16:9 it becomes the normal width). If I remember right, you multiply the width by 0.75.

The annoying thing about Dolphin's current texture replacement is that it seems to look at the textures memory address to figure out what textures to replace, unfortunately, in Wind Waker it's a different address for every area in the game (as far as I can tell), which means you have to replace the same texture tons of times. For example, I remade the telescope image and I've barely made it off the first island, however I already have over 10 telescope images in my texture replacement folder...

Hopefully once texture packs begin getting popular they'll figure out a better way.
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