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Zelda Wind Waker - texture flicker bug
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Zelda Wind Waker - texture flicker bug
01-12-2011, 09:46 AM
#11
DaRkL3AD3R Offline
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Ok I know this is old but since I resolved the issue I wanted to post it here for anyone who might still be having it. You must turn on the option in the graphics plugin called Pixel Depth for this to get fixed. Kind of a win/lose though as doing this adds some wierd texture artifact around the water edge, so instead of flickering shorelines you now get some strange pattern. Oh well I'll take the pattern over a flickering annoyance. Maybe that other problem can be solved someday and its totally clean textures again Big Grin
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01-12-2011, 12:42 PM (This post was last modified: 01-12-2011, 12:43 PM by NaturalViolence.)
#12
NaturalViolence Offline
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Could you please post a screenshot of this pattern?

Originally when I told rodolfo he needed to revert the changes in z texture culling in 5896 to fix this issue he was reluctant since this seemed to be an isolated issue and the commit offered a significant speedup for people with weak gpus since it computers z stenciling on a per pixel basis instead of per vertex (their are A LOT more pixels than vertexes in games like these, especially at high resolutions). So he decided to make it an option in 6517 and went ahead and commited it. Turning off pixel depth uses the new behavior (z stencil per vertex) while turning it on using the old behavior (z stencil per pixel). But other changes he made in that commit broke shadows in some games so neobrain reverted it. Then I had to convince him to commit again this time by itself, which he eventually did. Still can't believe how much I had to do and how many months it took to get this fixed. And now you're telling me that their is a problem with the option. Oh god when will it end!

Of course an alternative to using pixel depth is to just use revisions from before 5896 (5895 or earlier) back when the correct behavior was implemented. That will also fix it. And I know their were no weird patterns around waves back then.

Also can you please test 6520 with pixel depth on and tell if it's still there? That was from the first time it was commited.
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03-10-2011, 01:59 AM
#13
DaRkL3AD3R Offline
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(01-12-2011, 12:42 PM)NaturalViolence Wrote: Could you please post a screenshot of this pattern?

Originally when I told rodolfo he needed to revert the changes in z texture culling in 5896 to fix this issue he was reluctant since this seemed to be an isolated issue and the commit offered a significant speedup for people with weak gpus since it computers z stenciling on a per pixel basis instead of per vertex (their are A LOT more pixels than vertexes in games like these, especially at high resolutions). So he decided to make it an option in 6517 and went ahead and commited it. Turning off pixel depth uses the new behavior (z stencil per vertex) while turning it on using the old behavior (z stencil per pixel). But other changes he made in that commit broke shadows in some games so neobrain reverted it. Then I had to convince him to commit again this time by itself, which he eventually did. Still can't believe how much I had to do and how many months it took to get this fixed. And now you're telling me that their is a problem with the option. Oh god when will it end!

Of course an alternative to using pixel depth is to just use revisions from before 5896 (5895 or earlier) back when the correct behavior was implemented. That will also fix it. And I know their were no weird patterns around waves back then.

Also can you please test 6520 with pixel depth on and tell if it's still there? That was from the first time it was commited.

Once again very sorry for bumping something pretty old, I had no idea you replied to my post when I said I figured it out and that I needed to use Pixel Depth to solve the flickering.

Here's a screenshot of the shoreline artifact. It only happens when you're about 20 yards away, and when you get closer it goes away and looks normal. Note the conveyer belt like texture under the stone platform at the beginning of the dock. It is present in the background around the edge of the island, under the dock around the edge of the barrels and many other places.
[Image: farjv.th.jpg]

And here's a screenshot when you get closer.
[Image: closec.th.jpg]

I am using 7307 SVN so it's been the same all along.

This is not a driver issue, nor hardware failure because since I made the original post I've tried it on several computers and all show the same artifact, on both Nvidia and ATI hardware the same.
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06-26-2012, 07:23 PM
#14
rajwii64 Offline
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Nothing went wrong with my wind waker when I played idk why it's happening with you guys.
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06-27-2012, 12:16 AM
#15
neobrain Offline
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(06-26-2012, 07:23 PM)rajwii64 Wrote: Nothing went wrong with my wind waker when I played idk why it's happening with you guys.

... Thanks for bumping, I doubt he cares anymore these days.
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03-20-2013, 03:14 PM
#16
TastySalad Offline
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Bumping this thread due to the removal of per pixel depth.

Dolphin developers removed the option of changing per pixel depth on or off (not sure why when it causes this annoying bug). I don't want to revert to an old save version because I'm assuming my current save files won't work.

Anyone have another way to fix it?

currently running off of Dolphin 3.5 - 1031. Im using this version because it comes with a generic LLE.
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03-20-2013, 03:29 PM
#17
Shonumi Offline
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If you have a memory card save, you can easily switch Dolphin revisions; save states will be incompatible, however. You can always create a memory card save after you load a save state. You can go back to the stable Dolphin 3.5 (which isn't even 3 months old yet). You can still use the reversed DSP files in older revisions; you might need to rename them, idk, I haven't pulled the latest sources in a bit. Fwiw, the old reversed DSP files worked with Wind Waker, although delroth deleted the link recently (so it's like they don't even exist anymore).
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