If you don't have Scaled EFB Copies enabled, enable it.
[GC] The Legend of Zelda: Twilight Princess
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09-04-2016, 10:58 AM
09-07-2016, 07:43 AM
(09-04-2016, 10:58 AM)DarkSideofBlack Wrote: well I'll be damned. Any idea why that changes it? If you want high resolution in Dolphin, you need to set a higher internal resolution than 1x and enable scaled efb copies. Efb copies are like half of the textures used by the game, but they are rendered by the game instead of being fixed like normal textures that you can load via a texture pack. Without scaled efb copies, they are rendered at native resolution, which makes them low resolution compared to other things. Now for the quarter of the screen, well some games just do something like this for some reason. I think* it takes the rendering of the screen, creates an efb copy from it and then displays that efb copy in front of the normal rendering. But if that efb copy is rendered/taken at native resolution, because scaled efb copies are off, that part of the screen becomes low resolution. Scaled efb copies is a seperate option, because it needs to be disabled for some games. Some games read the data from efb copies back, to analyse what is displayed on screen. This reading back happens either via efb to ram(efb to texture only disabled) or efb cpu access, so this should only happen in games that require either setting. Now if the efb copy is rendered at a higher resolution(and then downscaled for the memory access), it can get slightly inaccurate and the game can fail to detect what is displayed on screen. Short: Just always enable scaled efb copies, when you set the interal resolution above native. If a game needs that be off, it should do that automatically via game ini. *I could be wrong, take this text with a grain of salt, i'm not an actual graphics developer 09-11-2016, 08:48 AM
Hi I wasn't really sure if I should post what I'm seeing here or somewhere else.
https://puu.sh/r6PXm/64f573e8a3.jpg So on the left there's this issue I'm having with the gecko code wide screen fix when transitioning between scenes or areas basically whenever it fades to black. Unless that's normal I just wasn't sure. Seems characters also freeze when they get to the widescreen area but I believe that's because the game wasn't supposed to be that wide and does that for everybody. My other issue is on the right and this is by far the more annoying of the two. I finally tweaked it enough that I can get 30 fps roughly (for some reason I can't enter Link's tree house without it cutting down to 15 fps or less) on 720p yay. However whenever any of the characters or movable object polygons have water in the background they get this weird ghostly aura where their textures boundaries starting rippling like the water. https://puu.sh/r6QIj/78c32e0dcd.png - these are my graphic settings for dolphin (all four tabs in image) - In the regular config settings I don't have that cpu option checked that's in the last tab (didn't seem to do anything for fps) Was mainly looking for help with the water ripple. Thank you for viewing. 09-11-2016, 11:19 AM
(This post was last modified: 09-11-2016, 11:21 AM by gamemasterplc.)
I am working on a fix for the fadeouts. Use the No Bloom code to fix the ghostly aura.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
09-12-2016, 11:27 AM
(09-11-2016, 11:19 AM)gamemasterplc Wrote: I am working on a fix for the fadeouts. Use the No Bloom code to fix the ghostly aura. I couldn't originally remember but I just started a new slot to check that scene over with the no bloom ar code (which I confirmed to be working earlier in the game when Link first entered twilight (I noticed Midnas eye even pulsing and I was like whoa that's weird..- this makes me remember and confirm something i saw in one of the pages from somebody else wide-screen gecko doesn't cancel out spirit sense but you can bounce between the two real easy enough with saving just turn it off when you're wolf-link)) and that doesn't fix it. It's not that the image is pulsing like the ar code fixes it's the color closest to the water background it just starts to ripple along with the water. It's really weird when you see some of Epona doing it because she's just such a massive moving polygon element I'm guessing there's more there to mess with. Don't really notice anything with lava but the image of lava isn't rippling like the water i actually don't think it's moving at all and there's just some kind of steam overlay but I've looked at it for a second or two before I continued playing. I appreciate the fast reply all the same though as well as the possibility of seeing a fix for the fadeout. It doesn't always do it but most of the time it does. Seems to happen always when entering items or start menu. 09-13-2016, 12:11 PM
I'm having what I think is a game-breaking bug, and I hope this is the right place to post for help. I get the feeling that the following symptoms are related:
1. Despite having Ilia's Scent (screenshot), I'm not able to see the red trail when wolf senses are on (screenshot). 2. I'm no longer seeing the black patches with gold sparkles with wolf senses on which indicate I can dig in that spot, although I do get the button prompt at the bottom of the screen (screenshot). 3. When I enter Castle Town, I can see lots of floating green orbs with wolf senses off (screenshot), but only some of them show up as spirits when I turn senses on, while others stay as blue orbs (screenshot). I gather that I'm supposed to interact with a spirit called Fyer in dried-up Lake Hylia, but when I go up to his place, I only get a blue orb with senses on (screenshot). From what I've read, this means I can't proceed in the game. I've got the Hyrule Field hack enabled, as well as the NTSC-U version of the Widescreen gecko code given in the Twilight Princess wiki. I've tried turning both of them off, but I'm not sure I was successful because loading up saved states still gives me a widescreen and no horrible lag. Thanks in advance for any advice. 09-13-2016, 02:02 PM
Hello,
I'm running 5.0 and as soon as I go through one of the doors in Temple of Time the game crashes and gives me multiple "Invalid read/write x##### errors). Has anyone ran into this before? I've tried multiple things already but nothing worked so far. Things I already tried: - Switched OpenGL to Direct3D 11 & Direct3D 12 - Turned Off Anti-Aliasing - Disabled / Store EFB Copies to Texture Only - Switched from JIT Recompiler to JITIL Recompiler - Turned off Panic Hanlders - Disabled Dual Core - Disabled DSP HLE emulation - Disabled Hyrule Fields Speed Mod Please help! I would love to keep playing! 09-13-2016, 04:18 PM
zabrakspam1 and Dudezor, did you use cheats or save states? Both are known to break games. Can you load a normal savegame(not a savestate) without cheats and try again?
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