Flickering of textures in the distance is to be seen in many games, also Xenoblade Chronicles.
Hell, I don't even know anymore if that didn't happen on the real console (mine is broken so can't check).
Don't know about other games, but ZSS works fine on this with master and Per-Pixel Depth
(06-08-2014, 02:42 AM)StripTheSoul Wrote: [ -> ]Flickering of textures in the distance is to be seen in many games, also Xenoblade Chronicles.
Hell, I don't even know anymore if that didn't happen on the real console (mine is broken so can't check).
(06-08-2014, 02:46 AM)ZEROx Wrote: [ -> ]Don't know about other games, but ZSS works fine on this with master and Per-Pixel Depth
So, i looked at the z fighing issue more closely and i found where the emulation was divergent in regards to the original Wii depth buffer precision. You will find a new build on the first post that fix that, still without the need for the per pixel depth hack of the unchecked "fast depth option"

And to match the Wii on GL is probably unsolvable for that specific problem…
(06-08-2014, 11:39 PM)JMC47 Wrote: [ -> ]Brawl has some depth issues that are bothersome. This happens on multiple backgrounds during Final Destination. You can see stuff you're definitely not supposed to.
Example 1: https://dl.dropboxusercontent.com/u/484730/RSBE01-9.png
Example 2: https://dl.dropboxusercontent.com/u/484730/RSBE01-8.png
That's not a depth issue, the fog seems broken in that level for some reason. Disabling fog give the same result in gl and d3d, enabling fog show that in d3d, at some point the fog should be orange, still it is blue, weird, i will look at it ^^
(06-08-2014, 10:31 PM)galop1n Wrote: [ -> ]So, i looked at the z fighing issue more closely and i found where the emulation was divergent in regards to the original Wii depth buffer precision. You will find a new build on the first post that fix that, still without the need for the per pixel depth hack of the unchecked "fast depth option"
And to match the Wii on GL is probably unsolvable for that specific problem…
Fixed, indeed, thank you, and besides it seems new build even faster than previous-one, Thanks again
A new build will come in a few minutes, the fog bug is a new nVidia only driver bug of their own. The use of IEEE_STRICTNESS flags at the shader compilation create a similar hlsl assembly for the fog with differences that are mostly a precise flag attached to the instruction, but the microcode "you will never know how it is transform in the driver blackbox" is doing a computation that become invalid…
Removing the flag, although it should not change anything here fix the bug…
Are you talking about that light blue upper left quarter of the screen in some games (like Mario Kart Wii) when fog is enabled? Yeah, that's an old one and I think only NVIDIA users had (have?) it...
(06-09-2014, 05:01 AM)StripTheSoul Wrote: [ -> ]Are you talking about that light blue upper left quarter of the screen in some games (like Mario Kart Wii) when fog is enabled? Yeah, that's an old one and I think only NVIDIA users had (have?) it...
It happens with my Radeon 5770