(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