Dolphin, the GameCube and Wii emulator - Forums

Full Version: Testers wanted - efb_scaling_fixes branch
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Here are the pictures:

SHADOW'S TALE

Dx9 IR auto: http://imageupload.org/en/file/242772/s.t.-dx9-ir-auto.png.html

OpenGL IR auto: http://imageupload.org/en/file/242773/s.t.-opengl-ir-auto.png.html

master or 1, 2, 3, 4x: http://imageupload.org/en/file/242774/s.t.-master-dolphin-or-1x-2x-3x-4x.png.html


ANOTHER CODE R

Dx9 IR auto: http://imageupload.org/en/file/242775/acr-dx9-ir-auto.png.html


P.S. I'm not able to upload the FIFO log (keep on getting an invalid page) so I'll try tomorrow for that
(10-22-2012, 04:35 AM)NaturalViolence Wrote: [ -> ]
Quote:I still cannot completely understand the purpose of risking a regression for something that you cannot even see...anyway here's the first one that I've found:

Yeah why try to improve software if you might break things? Seems stupid doesn't it.

If you don't understand what I mean, please don't write stupid things about it
Emulation speed is much faster compared to 3.0-776. DX11 was used all the time.
(10-22-2012, 02:38 AM)dephined Wrote: [ -> ]Just found another issue with the game A SHADOW'S TALE (SDWP18).
This is reproducible without changing in-game configuration if you configure the Internal Resoultion of the emulator on auto, 1.5 or 2.5 - and this time the issue affects both Dx9 and OpenGL (but in a different way).
I think this issuewould need some photos to be correctly explained...anyway I try to describe it:

Dx9: some lower screen background shadows are missing in some areas
OpenGL: some upper screen background shadows are missing in some areas

P.S. when I'll have the time, I'll post some photos

Does this occur with master as well or is it an actual regression?
It's a regression
Well, I've been obsessed with bloom offset thanks to Prime 3. So, let's see how this appears to that... Well, it doesn't change prime 3 at all. Le sigh. It does change Xenoblade's bloom offset slightly though. Before, to remove it you had to use OpenGL with EFB to Ram (no cache) to fix it. Now it is fixed on any backend with EFB to Ram, cached or not. So a win for Xenoblade.


Of course, the "fix", as I previously found, appears to cut out some of the bloom...

Example 1
Offset
No Offset

Example 2
Offset
No Offset
In-Game shot of how it should look
Wait, what? This actually fixes issues? Tongue

@ dephined: thanks a lot, I'll try to take a look at the issue.

@ others: No need for further testing at this stage until I fix the issue delphined reported.
YOU GUYS SWAPPED NAMES?!?!?!?!? What the hell?

Anyway, I'll test the next batch. I'll also test async-dvd tomorrow (I'm busy today).
As this version of Dolphin is always faster than the latest ICC builds available, I continued to play Zelda SS. When trying to enter the second silent realm, dolphin crashed.

Update: 3.0-776 master crashes too, but I could enter the first silent realm with 3.0-224 without any problems. The graphics however looked a lot sharper in efb_fixes_branch.
I tested this some and commented on the newest commit on the developer site. I found no issues.
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