Dolphin, the GameCube and Wii emulator - Forums

Full Version: [Wii] Mario Kart Wii
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(04-02-2012, 04:10 AM)DefenderX Wrote: [ -> ]Well, this guy in the thread used Anti-Aliasing and anisotropic filtering. If you want good-lookign grahpic like this, you need a very decent GPU.

btw: Why do you use Dolphin 2.0? Try Dolphin 3.0 or the newest git version Big Grin much better ^^

AA is not good for MM actually. it makes the wrong offset correction even worse. and 16x AF is no problem for my GPU.
i tested now 3 different builds and dolphin 2 is still the best for me!
here are my results:
Dolphin-win-x64-v3.0-458 -> bloom offset correction in DX9 ok; NO minimap
dolphin-3.0-win64 -> bloom offset correction in DX9 ok; NO minimap
Dolphin-x64-v20 -> bloom offset correction ok (only DX9 available); working minimap

unfortunately bloom offset is still not corrected in any dolphin revision. its minimized/gone for one side. however it's still there..
i wonder why those ghosts are always yellow o_O
[Image: rmcp01-1mdu8b.png]
[Image: rmcp01-2beuzg.png]
[Image: rmcp01-37cubz.png]
[Image: rmcp01-40fu05.png]
[Image: rmcp01-5swua9.png]
[Image: untitledjdun7.jpg]
[Image: yellow1yyufb.png]
[Image: yellow29nu6z.png]

[color=#FF0000]EDIT: the minimap IS there as long as the match was not loaded from saves! OR saved (to saves)[/color]
Use a more up to date build.
(04-02-2012, 09:58 AM)neobrain Wrote: [ -> ]Use a more up to date build.
which one would you recommend for mario kart?
(04-02-2012, 10:08 AM)s_PLASH Wrote: [ -> ]
(04-02-2012, 09:58 AM)neobrain Wrote: [ -> ]Use a more up to date build.
which one would you recommend for MM?

An up-to-date-build. One that was created at or around today's date.

http://www.dolphin-emu.org/download.html
unfortunately build Dolphin-win-x64-v3.0-578 which is most up-to-date now does not show correct bloom offset(
is there any chance to fix that with customized projection hack or something like that?
[Image: rmcp01-13lcvg.png]
[Image: rmcp01-28tcbd.png]
[Image: rmcp01-3okcav.png]
[Image: rmcp01-4kodpm.png]
[Image: rmcp01-5bscjf.png]
[Image: rmcp01-6z9d0g.png]
Looks correct to me Huh

The screen shots are not at native resolution so the bloom effect is magnified in proportion to the scale.
Do the D3D11 and OpenGL backends look any different on the same settings?
I've noticed that before, and hadn't noticed it wasn't there on an actual Wii. That leads me to think that it doesn't affect anything, so can be ignored, unless a fix will fix something else too.
(04-02-2012, 04:21 PM)neobrain Wrote: [ -> ]Do the D3D11 and OpenGL backends look any different on the same settings?

yes, it does
as far as i know we have fixed bloom offset for DX9
http://code.google.com/p/dolphin-emu/source/detail?r=e58692653afd

and, referring to your post there, we dont need any fix for DX11 and openGL. but i definetly can see ghost projections on my screen. in DX9 mode they will be only on the right side (mario gets one extra earSmile) in DX11 and openGL mode we see those always yellow ghosts on both sides (mario has one ghost ear on each side).
[Image: xnaepehm.png]
also the ?-qubes will get a yellow ghost on all around them
[Image: r3s5qv6j.png]

in my eyes/on my screen DX11 and openGL do not look cleaner, they overbloom contures even worse. i use DX9 and is what i get when i use dolphin 2:
[Image: ocritarx.png]
[Image: uvf8qnfh.png]
[Image: 4itt5vfv.png]
just helper cloud is glowing in the same way
[Image: h739qbpt.png]

Please Note: this issue is hardly noticeable on most tracks (like luigi circuit) but on mushroom gorge and mario circuit where i notice it very well on my screen. wenn you look at the clouds in 1st pic of my previous post you'll notice that yellow glow on the right side of all clouds. it would be just better if clouds did not get this yellow but stay white. and if ?-qubes would not shine yellow, it would be greatRolleyes that's what i'm talking all about.
The blur probably looked worse on D3D11/OGL because you were using different settings (each backend has its own settings file). I was asking if it was any different for those because that would mean D3D9 still needs work (it's supposed to look the same now).

So... Do D3D11 and OGL show the same output AND is that output different to D3D9? (... I don't really need any screenshots, just make sure that the config is the same)

btw, of course my changes didn't fix ALL bloom offset issues. It was just meant to fix those which don't appear in D3D11 and OGL...