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[GC] The Legend of Zelda: The Wind Waker
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[GC] The Legend of Zelda: The Wind Waker
10-14-2010, 10:01 AM
#911
NaturalViolence Offline
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Quote:Am I the only one that gets this problem?

That problem has not been fixed yet.

Quote:Should i use the same settings for all other games? im trying to get TP to speed up a little...

No. You should experiment with each individual game to find the ideal settings for that particular game.

Quote: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!

.....I'm not even really sure how to respond to that. I think you don't quite understand how 3D rendering works. Changing textures will not affect this issue at all (except for hud elements).

Quote: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.

Play around with the internal resolution, cpu - efb access, and efb copy (to texture or to ram) settings until you find the ideal settings. I guarantee their will be a combination that completely eliminated the "blurriness".

Quote: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.

Didn't this patch create all kinds of audio issues with other games though?

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10-14-2010, 10:36 AM
#912
Uhyve Offline
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(10-14-2010, 10:01 AM)NaturalViolence Wrote: Changing textures will not affect this issue at all (except for hud elements).

That's probably what he's referring to. Especially since if you're using the widescreen hack, that's the only thing that appears stretched.
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10-14-2010, 12:59 PM
#913
NaturalViolence Offline
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I thought he was referring to the issue where some objects get stretched and others don't (objects as in textured models).
"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."  
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10-14-2010, 03:46 PM (This post was last modified: 10-14-2010, 03:48 PM by Uhyve.)
#914
Uhyve Offline
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(10-14-2010, 12:59 PM)NaturalViolence Wrote: I thought he was referring to the issue where some objects get stretched and others don't (objects as in textured models).

I see, well, I quite like the idea of changing the GUI anyways. Might start slowly replacing some of the images that get used, should be a nice small project.
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10-15-2010, 02:20 AM (This post was last modified: 10-15-2010, 02:21 AM by mans.)
#915
mans Offline
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(10-14-2010, 10:01 AM)NaturalViolence Wrote: Play around with the internal resolution, cpu - efb access, and efb copy (to texture or to ram) settings until you find the ideal settings. I guarantee their will be a combination that completely eliminated the "blurriness".
Now I play with these settings:
Fullscreen 1680x1050
Internal Resolution 3x
Enable CPU->EFB Access
EFB scaled copy
Use native mipmaps
Enable EFB copy to RAM - I was using 'to Texture' but to partially resolve the pictograph problem I have to use 'to RAM'.
Thanks for the help. Smile
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10-15-2010, 09:29 AM
#916
Shiverwarp Offline
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I can't seem to see the treasure indicators that should be in the great sea, is this a known problem or is there a fix? A search turned up nothing
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10-15-2010, 10:00 AM
#917
NaturalViolence Offline
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Never heard of that problem before. Try changing settings. What revision are you using?
"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."  
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10-15-2010, 10:06 AM
#918
Shiverwarp Offline
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I'm using 6275, DX9 plugin

CPU-> EFB access
16x Anisotropic enabled
EFB scaled copy
Disable fog
Enable EFB copy to RAM
use native mip maps
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10-16-2010, 04:45 AM
#919
Xtreme2damax Offline
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Disabling fog might cause such bugs, or using projection hacks. When you start disabling graphic effects it can cause such oddities. There is no reason to disable fog, any performance gained (if any) by disabling the option is negligible.
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10-16-2010, 05:43 AM
#920
DarzgL Offline
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(10-14-2010, 10:01 AM)NaturalViolence Wrote: Didn't this patch create all kinds of audio issues with other games though?

I admit that I don't know. The only game I was playing on Dolphin at the same time as WW was SSBB, and the audio effects in this game were broken on my rig anyway, with or without the patch and with any revision.

(10-14-2010, 12:59 PM)NaturalViolence Wrote: I thought he was referring to the issue where some objects get stretched and others don't (objects as in textured models).

That's not the only problem of widescreen hack on WW. There is a serious clipping issue at the screen lateral borders when enabling it, which makes the game barely unplayable.
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