(06-29-2015, 09:58 PM)StripTheSoul Wrote: [ -> ]@ Khronikos: Why are you always talking about anisotropic filtering? Do you even know what it does? As far as I can tell it shouldn't make a perceivable difference in this game, because there's no 3D looked at at sharp angles...
@Tino: The scaling works greatly, I don't even remember the coins looking that nicely on the console... well, I guess they didn't because of the low resolution ^_^
However, custom texture loading seems to be broken recently. With it enabled, Mario levels crash every time they open... also happens with SMG, so it's not only that pack having issues. (and it has nothing to do with the scaling - also happens with it disabled)
Aniso I thought was needed in this game to keep some things from pixelization at least in the old wiki I read. Yes, I know what it does in 3D and I have no idea why it was needed for this or what this engine is based on. I don't develop games. I guess it was just force texture filtering. No, I don't know the whole difference between the two in Dolphin I am not a developer of any sort. I guess Aniso is just for 3D or whatever.
Also, how could the coins look that nice on console lol? 480p?
Yeah, that's "Force Texture Filtering", not Anisotropic Filtering.
(06-30-2015, 03:21 AM)Khronikos Wrote: [ -> ]I guess it was just force texture filtering.
Correct.
(06-30-2015, 03:21 AM)Khronikos Wrote: [ -> ]No, I don't know the whole difference between the two in Dolphin I am not a developer of any sort.
Since you know what AF does, I won't explain that part. The purpose of "force texture filtering" is forcing bilinear filtering on elements that usually use nearest neighbor scaling. Some examples can be HUD elements, fonts, menus, etc. 2D elements, in general. Some games look better with it enabled and some with it disabled.
@ Tino: Yeah, with Ishiiruka.381(2e95783).x64 (couldn't find any builds in between) it still works without crashing.
Thanks. Will take a look tonight
(06-30-2015, 03:37 AM)masterotaku Wrote: [ -> ] (06-30-2015, 03:21 AM)Khronikos Wrote: [ -> ]I guess it was just force texture filtering.
Correct.
(06-30-2015, 03:21 AM)Khronikos Wrote: [ -> ]No, I don't know the whole difference between the two in Dolphin I am not a developer of any sort.
Since you know what AF does, I won't explain that part. The purpose of "force texture filtering" is forcing bilinear filtering on elements that usually use nearest neighbor scaling. Some examples can be HUD elements, fonts, menus, etc. 2D elements, in general. Some games look better with it enabled and some with it disabled.
Sorry got them mixed up. I always have it forced anyway. That didn't contribute to any of the problems I saw anyway. I'm just glad the those ugly ASS coins are fixed. Literally made the game unplayable to me. What a savior fix.
I also don't know the game very well to be honest. In case it did anything crazy. I haven't gotten past the first couple worlds because of the coins. Nor do I always understand how bugs get involved with code so to me as a noob anything can happen lol. When we get some extra bug fixes I am all over this game though.
Makes sense it is just bilinear. I was just confused I guess with some random wording that led me to believe it was always forced with that setting and I confuse to the two or something. Just a misunderstanding.
With the last couple fixes that need to be done stable Dolphin is looking to be fucking amazing FOR ALL newcomers. Congrats on all the hard work guys.
Hey Tino!
First of all thanks for all your work and efforts, your build is definitely improving our enjoyment in emulation.
I've found a bug testing Metroid Prime 2 Echoes: skyboxes appear completely broken\black.
This bug it's been resolved in Master since r6286 with PR #2414 (
https://github.com/dolphin-emu/dolphin/pull/2414)
I'd be glad if you could take a look into it.
Hi i have a problem with ssb brawl
New 384 version crash after finish a battle when i am using opengl.
updated the latest folder, please test if the hang issues introduced in he latest master merge are fixed
Yep, custom texture loading seems to be fixed. Good job
