I found a workaround to the nVidia driver failure to sync properly when Dolphin need to read back the EFB to RAM result. Nes Games do not glitch all over the place :
http://imgur.com/a/81aw0#0
I looked at the performance issue of Castlevania 3 too. On my computer, the VPS is 62-65% but by forcing to fast the texture cache i reach 130%… The problem is that we are hashing far too much memory when we could safely skip hashing in that case as it is likely to be dirty anyway so it would be possible to bypass that and get full speed i think without issues.
So I presume with these fixes the sky no longer turns black when hitting a timeshift stone in Skyward Sword?
(06-08-2014, 12:13 AM)Xtreme2damax Wrote: [ -> ]So I presume with these fixes the sky no longer turns black when hitting a timeshift stone in Skyward Sword?
The sync issue is only for EFB to RAM and most visible in NES games. If i am correct, the black sky hack fix in Zelda SS is already in the build i link in the first post, zelda time shift effect is now nearly perfect, zfighting is gone, no more link cut in half, no more extra blur effect on the lower part of the screen and sky is back, the only remaining issue is the blue glow that's look a bit more jaggy when MSAA is on. You will find a link to a picture album showing the effect before and now on the first page.
So from what it sounds like the fix for the timeshift black sky issue is a hack? Any idea if this can be fixed with a more accurate implementation, is that something that would be fixed by the changes in this build?
(06-08-2014, 12:37 AM)Xtreme2damax Wrote: [ -> ]So from what it sounds like the fix for the timeshift black sky issue is a hack? Any idea if this can be fixed with a more accurate implementation, is that something that would be fixed by the changes in this build?
This is technically not a hack, that's a workaround with a PC GPU issue. The zelda effect backup the depth buffer, clear to the maximum depth part that should be erased by the other version and then restore the cleared part by giving each pixel the original depth and accept pixel with a depth less or equal what is in the depth buffer. The problem is that the sky is at a borderline value, the maximum one. The backup and restore operation of the depth is perfect, but from the 24bits integral depth we backup from the depth buffer, we have to give it back as a 32bits real value. The value is perfect but when the GPU convert it back to 24bits again, the least significant bit is not correct. Zelda was already adding a -1 bias ( probably the Wii have the same kind of issue ), but on PC to be safe we need to increase slightly the bias.
That's a hack but it should have zero unwanted effect in practice with games using ZTexture with a negative bias.
Awesome work friend, Silent Hill Shattered Memories hand figure before flashlight is fixed
That was likely one of the zclipping/depth issues, like the stadium appearing in front of the camera in Mario Tennis.
BTW Per-Pixel Depth is still required for ZWW, cause it has old flickering wawes on water issue again, and the same stuff for ZSS,has issue here and there , but most noticeable in menu, under the trees near Skyloft temple-little texture flickering issue
(06-08-2014, 01:48 AM)ZEROx Wrote: [ -> ]BTW Per-Pixel Depth is still required for ZWW, cause it has old flickering wawes on water issue again, and the same stuff for ZSS,has issue here and there , but most noticeable in menu, under the trees near Skyloft temple-little texture flickering issue
ZWW has the waves and shadow flickering even with per pixel depth in master and in my build ( if i force it by code ). The problem is elsewhere.
In Skyward sword, if you find issues, please take screenshots and add them in an album on imgur.com so i can investigate.
Per-Pixel Depth works fine in ZWW in master for me
and here's the place with issue in ZSS
http://imgur.com/vIn2iCr
the issue will be better shown in motion