TP is running great on my m15x (stats in signature). Constant 30 FPS with 64 bit builds and hacked DX9 plugin. Mostly constant 30 FPS (2 FPS slowdowns here and there, unnoticeable)
Poll: How do you think Zelda: TP is performing on Dolphin? You do not have permission to vote in this poll. |
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Works like a charm! Perfect! | 88 | 14.45% | |
Nearly perfect, with some problems. | 432 | 70.94% | |
The emulation is horrible... | 51 | 8.37% | |
Like shit. | 38 | 6.24% | |
Total | 609 vote(s) | 100% |
* You voted for this item. | [Show Results] |
[GC] The Legend of Zelda: Twilight Princess
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06-30-2010, 12:35 PM
Considering your specs that't not surprising.
"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 07-01-2010, 12:33 PM
Has anyone else noticed that when you switch from "EFB to RAM" to "EFB to Texture" in DX9 several graphical effects disappear? Not just the blur effect in the corner, but other "bloomy" (for a lack of better terms) effects as well. It's particularly noticeable when you're in the twilight realm. I'm starting to believe now that the blur effect in the corner of your screen was actually an intentional effect that Nintendo implemented in the original game. If you'll notice, when you switch to a standard definition TV resolution (640x480), the blur effect doesn't sit in the corner of your screen but instead fits your entire screen. I think Nintendo implemented this in some strange effort to improve the visual quality on standard definition TVs, but unfortunately for computer monitors, it stands out like a fat elephant due to the significantly higher clarity, as well as the fact that it doesn't scale along with your resolution when Dolphin hacks it to run at larger dimensions.
Now, why am I explaining all of this? Because it seems to present several problems for anal perfectionists like me who want to experience the full graphical effects of a game. On one hand, I can choose to play with EFB to RAM in order to get all graphical effects, but have that really annoying distortion in the corner, or on the other hand, I can play with EFB to Texture which will eliminate the annoying distortion, but take a bunch of other graphical effects with it. It is rather frustrating... So, I'm wondering is it possible to locate in the actual code of the game file itself what is triggering this effect to be displayed and modify it to be disabled? This seems to be the only way I can think of so that Dolphin will be able to achieve rendering the full graphical capabilities of this game without looking ugly at high definition resolutions. 07-01-2010, 05:26 PM
well you can use the efb AA options to have the effect on the whole screen (or was it efb scale?)
Im back with a boom. Long time ago was around here talking about getting a new computer, and so i have, the beast is described in my signature.
However, i am trying to run Twilight Princess. But i got a major issue: there is nothing showing on the screen. I use the Dolphin OpenGL plugin, its the only besides the software renderer. (I can imagine that i can run in software, but i'd like to use my gfx card instead.) Now that i finally have the goody-hardware, I hope that the goody-emulator will be present, too.
Computer:
AMD Phenom II 945 Gigabyte GTX 660 Ti OC, 2GB 3x2GB DDR3 1333MHz RAM Ubuntu 12.10 amd64 07-02-2010, 03:31 AM
(This post was last modified: 07-02-2010, 03:32 AM by NaturalViolence.)
@MiniSiets
What you've explained is well known knowledge that has been thoroughly discussed in this thread. The blur is not "an intentional effect" but rather the result of proper efb emulation, in other words it's part of how the game works. The GC/Wii store the efb in ram not in video ram as a texture. The problem is if the efb is stored in ram it has to be copied at the native resolution which creates the blur (native resolution efb is overlayed on to a high resolution render output). When I have time I'll explain how the efb works in dolphin and the real hardware, or more likely I'll just spend some time trying to find the post where I talking about it in detail already.
"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 07-02-2010, 03:32 AM
follow my signature and download a recent build. also be sure your directX is updated to June, and your GFX drivers are up to date
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
07-02-2010, 12:47 PM
(07-02-2010, 03:31 AM)NaturalViolence Wrote: @MiniSiets I'm not sure what you're trying to say; it's part of how the game works but it wasn't intentionally a part of the game's design? I was simply trying to say that it was deliberately put in by Nintendo as a visual effect for the game, which is why it will fit your screen perfectly when you're running at a standard definition resolution like the Wii/GC. My problem with it though is that it makes the game look worse on a computer monitor, which is why I want to be able to disable it, but I would like to do so without taking a bunch of other graphics with it. Is it possible that we could modify the game's ISO/GCM file itself to disable that particular effect? By the way, what exactly does EFB stand for anyway? 07-02-2010, 12:57 PM
I think what is meant is that the blur with EFB -> Ram is being emulated accurately, just not noticeable on standard definition television sets or any television set where the game is running in it's native resolution.
At least that is what the developers and some members would argue, but I don't really buy it. If this is indeed the case, why is only a small corner blurry and not the whole screen? The blur is also in the same spot that the famous blue box in Mario Kart appears, perhaps it's a blending issue as I don't think it should be like that else the whole screen would exhibit the issue. Enabling EFB -> Texture makes the blurry spot less visible, but it's still there if. This definitely doesn't seem like a side effect of accurate emulation, but rather another underlying issue with graphics emulation. 07-02-2010, 03:30 PM
Quote:By the way, what exactly does EFB stand for anyway? Embedded frame buffer. The Nintendo Gamecube/Wii Graphics system has 2 Framebuffer it can draw on. 1. Embedded Framebuffer (EFB). This is 2MB of fast EDRAM or similar, separate from the system RAM. It's embedded in the Flipper chip. In dolphin, it's emulated with an FBO. It contains both a color plane and a Z buffer. 2. eXternal Framebuffer (XFB). This is simply a region of ram. Usually a game will allocate two of these, and alternate between them - display one while rendering to EFB and copying to the other. Textures and vertex data for 3D rendering are all stored in RAM and is accessed directly by the 3D chip, through caches. There's a 1MB texture cache and unknown amounts, if any, vertex cache. The Rendering Process 1. 3D graphics are drawn to the EFB. This is the only way to render 3D since the rasterization hardware is directly connected to the EFB memory ports. 2. A rectangular region of the EFB can be copied to a texture in RAM. Color or Z can be used as source data. The option "skip copy to EFB" can skip this step. 3. Go to step 1. The texture generated in step 2 can be used to do more rendering. This is the way that "render-to-texture" effects, like blur, DOF, etc, are achieved on the GC. 4. When everything is done, issue a command that copies the entire EFB to the current XFB in RAM, simultaneously converting from RGB to YUV. 5. Simultanously to all of the above, the scanout hardware will read from the other XFB and put the YUV signal on the s-video cable. Quote: it's part of how the game works Yes Quote: it was deliberately put in by Nintendo as a visual effect for the game Not really. The efb is needed to produce a variety of effects. Since it has to be copied at the native revolution it created that unfortunate side effect when being properly emulated. But if your referring to the blurriness, no, that is not a visual effect put in on purpose. We can get aorund this by copying the efb as a texture and scaling it but that is not proper emulation since that's not how the GC/wii does it. Quote:Is it possible that we could modify the game's ISO/GCM file itself to disable that particular effect? You don't have to do that because it doesn't work that way. You can disable the efb itself though. However this will get rid of anything that depends on the efb to be rendered which I guarantee will make the game unplayable. Quote:I think what is meant is that the blur with EFB -> Ram is being emulated accurately, just not noticeable on standard definition television sets or any television set where the game is running in it's native resolution. Kind of. It's a bit more complicated than that but that's the gist of it. I really don't want to launch into a massive explanation right now though, maybe later. Quote:At least that is what the developers and some members would argue, but I don't really buy it. Buy it? Their is nothing to buy, it's a fact not an opinion. Quote:If this is indeed the case, why is only a small corner blurry and not the whole screen? Because the efb is only 640 x 480 pixels in resolution. Therefore it will only cover that much of the output. It's in the upper left corner because pixels are drawn from left to right top to bottom. Quote:The blur is also in the same spot that the famous blue box in Mario Kart appears, perhaps it's a blending issue as I don't think it should be like that else the whole screen would exhibit the issue. Nope. I don't know about mario kart since I've never tried it but any problems with that area are related to the efb. It's not a blending issue, trust me. Unrelated but the reason the map area turns into a big black square in twilight princess if you disable the efb is because the map is drawn from efb data, no efb, no map. Quote:Enabling EFB -> Texture makes the blurry spot less visible, but it's still there if. That's because efb texture copies are scaled instead of being copied at the proper resolution. Quote:This definitely doesn't seem like a side effect of accurate emulation, but rather another underlying issue with graphics emulation. Nope. It's a side effect of proper emulation. You can only change it by changing how the efb is created/copied. Nintendo never intended for the gc/wii to output at resolutions any higher than 720 x 576 therefore they were ok with this system.
"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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