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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Support v
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Help with internal resolution please
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Help with internal resolution please
12-05-2014, 01:01 PM (This post was last modified: 12-05-2014, 01:06 PM by Balkenkreuz.)
#11
Balkenkreuz Offline
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(12-05-2014, 12:44 PM)JMC47 Wrote: Nah, the problem is with D3D in this game. OpenGL will do it properly. Note, you have to uncheck "Skip CPU Access to EFB" in order for the bloom to be sane.

Also, the game sets on RealXFB by default, which forces the game to 1x IR effectively. It's a bit of a pain.


Ok so OpenGL works, sort of. It gets rid of the bug atleast. I switch to it then boot up the game. But the game doesn't start in 4x. I open graphics and the 4x IR applies but then the game slows down to like half a frame a second.

I can run 4x though i know this.
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12-05-2014, 10:51 PM
#12
Link_to_the_past Offline
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(12-05-2014, 01:01 PM)Balkenkreuz Wrote:
(12-05-2014, 12:44 PM)JMC47 Wrote: Nah, the problem is with D3D in this game. OpenGL will do it properly. Note, you have to uncheck "Skip CPU Access to EFB" in order for the bloom to be sane.

Also, the game sets on RealXFB by default, which forces the game to 1x IR effectively. It's a bit of a pain.


Ok so OpenGL works, sort of. It gets rid of the bug atleast. I switch to it then boot up the game. But the game doesn't start in 4x. I open graphics and the 4x IR applies but then the game slows down to like half a frame a second.

I can run 4x though i know this.

You shouldn't open the graphic settings after running the game, you override the default options in the gameini that way. Make your changes before running the game.
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12-06-2014, 01:19 AM (This post was last modified: 12-06-2014, 01:19 AM by mbc07.)
#13
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Just to be sure, why Monster Hunter Tri needs real XFB? Last time I played I don't remember needing real XFB and the game was running fine...
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12-06-2014, 01:49 AM (This post was last modified: 12-06-2014, 02:16 AM by Link_to_the_past.)
#14
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(12-06-2014, 01:19 AM)Jhonn Wrote: Just to be sure, why Monster Hunter Tri needs real XFB? Last time I played I don't remember needing real XFB and the game was running fine...

It shouldn't, it uses virtual xfb though and i double checked the database. RMHE08, RMHJ08, RMHP08 have all set:
[Video_Settings]
UseXFB = True
UseRealXFB = False

Virtual xfb is needed for the flashing keyboard input.
Btw i saw op's pics at the end of the previous page and they are definitely high ir shots, here is an 1x ir shot and the difference is huge:
http://prntscr.com/5dhwjo
and now compare it with : http://i.imgur.com/FsTMFhp.jpg?1
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12-06-2014, 04:47 AM
#15
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For some reason my INI had real XFB. Dunno wtf that's all about.
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12-06-2014, 05:34 AM
#16
Link_to_the_past Offline
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(12-06-2014, 04:47 AM)JMC47 Wrote: For some reason my INI had real XFB. Dunno wtf that's all about.

Could you post the game id of the ini and the version of the emulator used to check it out? That shouldn't happen.
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12-06-2014, 08:42 AM
#17
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I may have set it myself at one point for reasons unknown to myself; I already removed the line manually. I store all of my Dolphin builds in one folder, so I really have no idea which one could have caused it.
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12-06-2014, 10:12 AM
#18
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But surely you guys can see the difference from my first image?
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12-06-2014, 10:16 AM
#19
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The first image lacks bloom and it is broken in a sense since the game has bloom.
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12-06-2014, 10:39 AM
#20
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(12-06-2014, 10:16 AM)Link_to_the_past Wrote: The first image lacks bloom and it is broken in a sense since the game has bloom.


Are you sure it's just that? It looks higher quality in game
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