This revision had an undesirable effect on the textures and lighting in Luigi's Mansion and introduced some mild aliasing for this game, although the aliasing isn't as bad as in the latest revisions. This could very well affect other games as well and not be limited to just Luigi's Mansion:
http://code.google.com/p/dolphin-emu/source/detail?r=4042
Any other revisions since this revision that had any alterations to "AccurateFCMP" so I can track down what revision(s) caused further undesirable aliasing in Luigi's Mansion and possibly other games?
Unfortunately this wasn't what broke graphics or effects in DragonBall Z BudoKai Tenkaichi 3, and isn't the cause of the invisible Kamehameha and invisible Spirit Bomb or any invisible attack effects for that matter.
I'm willing to bet the issue with this game suddenly requiring projection hacks and the invisible attack effects are the result of the same issue/revision. So if the issue with the projection hacks being required suddenly is fixed, then the attack effects might be fixed as well.
I have narrowed down the graphics breakage in DBZBT3 occurring between revisions 4045 and 4068, I have concluded that John Peterson's externals commit in revision 4045 is not the source of the problems with this and other games but will continue testing and post the results in this thread.
Since it's late at night now I'll resume testing after I get some sleep. I'll also attempt to track down the source of severe aliasing in Luigi's Mansion and possibly other games as well.
I apologize for being completely incoherent, it's past 2AM and I'm dead tired.
o wow, your doing a great job tracking the breaking rev down. all i can say is that all my games still run fine so i can't help you there...
I say it's an issue on your side
Uncheck EFB to RAM, and check "Force Filtering".
Because of the way the game renders to the screen, you'll need to filter the EFB for it not to look blocky and also use EFB to Texture because EFB to RAM seems to have slightly wrong colors, then after doing that you'll have a good looking Luigi's Mansion :
Layer 8 issue ftw.
It's kind of strange this wasn't a problem before, and all of the sudden is a problem in the latest revisions. As I mentioned I used the same exact settings for testing.
What you mentioned might work, but won't forcing bi linear/tri-linear filtering also disable AA and AF meaning you won't be able to use AA or AF with this enabled?
What has changed since around revision 4000 - 4100 for this to happen?
I have concluded that this doesn't fix the problem in DBZBT3 which all of the sudden requires a projection hack now, and has invisible attack effects.
I suppose I'm off now to find which revision broke this game.
I've found the cause of graphics breakage in DBZBT3 and possibly other games, this revision is the culprit:
http://code.google.com/p/dolphin-emu/source/detail?r=4063
When I tested revision 4062, the Zelda Bloom Hack was not needed for this game and the attack effects were visible. So I updated to revision 4063 and tested the game, after this commit the Zelda Bloom hack was needed to see any graphics ingame for DBZBT3 and attack effects were now invisible.
So revision 4063 was the cause of these/this problem for this game and possibly other games.
Just awaiting this to be acknowledged, don't know if I should submit it as an issue on the SVN repository.
(09-21-2009, 04:06 AM)Xtreme2damax Wrote: [ -> ]I've found the cause of graphics breakage in DBZBT3 and possibly other games, this revision is the culprit:
http://code.google.com/p/dolphin-emu/source/detail?r=4063
When I tested revision 4062, the Zelda Bloom Hack was not needed for this game and the attack effects were visible. So I updated to revision 4063 and tested the game, after this commit the Zelda Bloom hack was needed to see any graphics ingame for DBZBT3 and attack effects were now invisible.
So revision 4063 was the cause of these/this problem for this game and possibly other games.
It probably wasn't an issue before because you were using Copy EFB to Texture, but i did a mistake in r4042 which caused this setting to be toggled on boot for all games... (Config.cpp : bCopyEFBToRAM = !bCopyEFBToRAM; )
So it probably turned it to EFB to Ram without you even noticing and when i fixed it, it was already too late
Also, force filtering doesn't alter the Anisotropic Filtering nor the MSAA, it just smooths the resized textures using linear filtering (and so the EFB texture)
as for DBZBT3 what's the exact issue with it ?
(09-22-2009, 09:58 PM)sl1nk3 Wrote: [ -> ] (09-21-2009, 04:06 AM)Xtreme2damax Wrote: [ -> ]I've found the cause of graphics breakage in DBZBT3 and possibly other games, this revision is the culprit:
http://code.google.com/p/dolphin-emu/source/detail?r=4063
When I tested revision 4062, the Zelda Bloom Hack was not needed for this game and the attack effects were visible. So I updated to revision 4063 and tested the game, after this commit the Zelda Bloom hack was needed to see any graphics ingame for DBZBT3 and attack effects were now invisible.
So revision 4063 was the cause of these/this problem for this game and possibly other games.
as for DBZBT3 what's the exact issue with it ?
I already mentioned what was wrong, in the revision prior to 4063 which was 4062 the Zelda Bloom hack was not needed for this game and the attack effects were visible.
Revision 4063 broke the graphics for this game, so now the Zelda Bloom hack is needed to see any kind of graphics and the attack effects are completely invisible.
This wasn't a problem in any of the revisions prior to 4063, now this has been an issue since revision 4063.
Also the Bloom hack or any of the projection hacks is needed for Dragonball Z Budokai Tenkaichi 2 as of revision 4063 to see any graphics, this was not needed in revisions prior to 4063 such as revision 4062 and below.
I've got an idea:
Ever since the latest revisions since about 2 weeks ago, Dolphin no longer remembers my settings, even if I keep the window open. I wonder if that is why AA gets disabled on the new one, making it look so bad (Looks like the same res, only without AA)