Dolphin, the GameCube and Wii emulator - Forums

Full Version: GUI: Graphics Window Renaming and Sort - Hacks, Advanced and Debug Tabs
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(05-10-2018, 02:13 PM)MayImilae Wrote: [ -> ]And it's a LOT better than the old buzzwords-based setup!

No, it isn't.

Now instead of buzzword based setup, you have complex and long labels that assume the user even knows how shader compilation in relation to emulation works. As well as longer descriptions which tries very badly to explain all of this.

You traded one bad layout for another. tbh the buzzword setup worked better IMO. Actually, how are "hybrid" or "exclusive" buzzwords? Replace exclusive with full or something.

You only had to think of something new because everybody was so thrilled with the idea of merging in a crappy option that broke the old design.
Why I'm talking about this here is because the solution/remedy may involve fixing the Qt/Graphics GUI. Sorry that I didn't first made sure here before posting that bug report.

I was suspecting earlier that EURGB60 would have an effect on the final window size, so it would throw things out a bit then what the fixed numbers in the IR combo box show.

Then there's the Wii NTSC Widescreen compensation thing which further changes what the final window size is.

https://bugs.dolphin-emu.org/issues/11102?next_issue_id=11101

The full fix to this would be, a smarter IR combo box that is aware of these settings that affect it or the final window size (why final window size too, because there's recommendations included "for 1080p, .. for 1440p" , unless these are separated) - but would it be worth it in here, Im thinking ahead already - maybe it would make more sense for an quick OSD message at boot to report the IR, Custom Fullscreen, EURGB60, Wii NTSC Widescreen Compensation and the final window size result.

Example1 OSD: IR: 2x Native (..x..i) - FR: Auto - NTSC Widescreen Comp. - Final: 1604x..
Example2 OSD: IR: 3x Native(..x..i) - FR: Auto - Final: ..x..

Another thing is the "conflict" or redundancy with "Use Progressive Scan" and EURGB60.- Does dolphin truly output interlaced stuff. It probably emulates so the game is interlaced but still outputs progressive right ? So with EURGB60 both ends are progressive then?

Ah, I noticed it's doesn't say 480p, it's still 480i.

Huh, now I don't get it where does IR gets 640x528 from when 576i is 720x576 and 480i is 720x480 .. (I did more reading into PAL/NSTC and analogue-digital, but still I didn't get to the bottom, I'll do more searching on the forums, maybe Wii/GC games render at lower and upscale originally?)
(05-10-2018, 10:31 PM)Renazor Wrote: [ -> ]Huh, now I don't get it where does IR gets 640x528 from when 576i is 720x576 and 480i is 720x480 .. (I did more reading into PAL/NSTC and analogue-digital, but still I didn't get to the bottom, I'll do more searching on the forums, maybe Wii/GC games render at lower and upscale originally?)

The EFB (embedded frame buffer) in the GC/Wii GPU is 640x528, which means that the maximum size a game can render at is 640x528 (but it can choose a smaller size if it wants to). This is regardless of NTSC/PAL and everything else.
(05-10-2018, 01:51 PM)Helios Wrote: [ -> ]It's a modification to fullscreen. It should be next to fullscreen IMO. Or combined into a combo box.

Oh so it won't work without "Use Fullscreen" enabled? If that's the case than properly these two options would have to be linked/together somehow or selectable in another way that clears up the relationship, ofcourse the "advanced" argument is also valid, it's not a standard thing.

Ah so it's using some other non-exclusive fullscreen mode, I did a read on WDDM stuff a few months ago, it's not just a stretched window then.



(05-10-2018, 10:38 PM)JosJuice Wrote: [ -> ]The EFB (embedded frame buffer) in the GC/Wii GPU is 640x528, which means that the maximum size a game can render at is 640x528 (but it can choose a smaller size if it wants to). This is regardless of NTSC/PAL and everything else.

So Dolphin doesn't apply the upscaling afterward, through the Automatic Fullscreen Resolution?

Wow I never knew that. This upscaling think is some trickery which I think could even go to "false advertising" hah - the early Xbox One also did it I think, I just don't like this practice at all, unless it's notified ahead.
When the IR is increased, Dolphin effectively increases the size of the EFB, so things will be rendered at a higher resolution.

What do you mean by Automatic Fullscreen Resolution?
(05-10-2018, 10:53 PM)JosJuice Wrote: [ -> ]When the IR is increased, Dolphin effectively increases the size of the EFB, so things will be rendered at a higher resolution.

What do you mean by Automatic Fullscreen Resolution?

When Fullscreen Resolution was removed, I saw it was being defaulted to "Auto" unless changed in the INIs.

That "Auto" could be doing a number of things. I was wondering if that is responsible for the NTSC Widescreen Compensation, so it's may be still rendering at 3x Native but the extra pixles that step that was explained in the bug report is done via rescaling? Probably so, but who's responsible, is it implemented in the Auto function of the Fullscreen ..

I guess now I realized, Fullscreen Resolution "Auto" function probably isn't responsible since I wasn't even using Fullscreen in this case, it's probably a separate step, most likely part of Wii Aspect Ratio. EDIT: Yeah I did a test with Wii Aspect 4:3 and original IR, now it makes all sense.

EDIT2:

Well if Wii games can do Widescreen natively, then Widescreen Hack I guess is not needed, now it makes me think, whether Widescren Hack modifies EFB and the game natively renders wider or it's done by scaling? - I didn't play that many Wii games yet on Dolphin despite being early adopter with lots of Wii games for some reason so I have less experience.

EDIT3: I keep asking my self again whether Fullscreen and Auto-Adjust go together at all, logic tells me they should not, when fullscreen is used, auto-adjust would be ignored. Is that so right now?

EDIT4: How come bFullscreen doesn't exist as a GFX Config and it's not inside IsSettingSaveable.cpp - what's special about it?
I did some experimenting and figuring out with the combo box idea and there's one thing I found out, that it would be easier for this if Wx would already been removed by the time it gets started and finished, it would avoid having to keep some of the old code in the common files. Might not be that of a big deal but it should be more clean. Has anyone an idea on what's left to do that's blocking removal of Wx? No rush, If I had to I'd say I would give it probably a month or two before Qt would stabilize to some level considered good enough, but I'm probably the last person that should have such detailed opinion in this department.

I just thought it would be at least below 4-5 months, if all of this GUI reshuffling gets to be delayed until after Wx removal which from technical reasons but others too, I do support.
(05-10-2018, 11:21 PM)Renazor Wrote: [ -> ]When Fullscreen Resolution was removed, I saw it was being defaulted to "Auto" unless changed in the INIs.

That "Auto" could be doing a number of things. I was wondering if that is responsible for the NTSC Widescreen Compensation, so it's may be still rendering at 3x Native but the extra pixles that step that was explained in the bug report is done via rescaling? Probably so, but who's responsible, is it implemented in the Auto function of the Fullscreen ..

I guess now I realized, Fullscreen Resolution "Auto" function probably isn't responsible since I wasn't even using Fullscreen in this case, it's probably a separate step, most likely part of Wii Aspect Ratio. EDIT: Yeah I did a test with Wii Aspect 4:3 and original IR, now it makes all sense.

EDIT2:

Well if Wii games can do Widescreen natively, then Widescreen Hack I guess is not needed, now it makes me think, whether Widescren Hack modifies EFB and the game natively renders wider or it's done by scaling? - I didn't play that many Wii games yet on Dolphin despite being early adopter with lots of Wii games for some reason so I have less experience.

EDIT3: I keep asking my self again whether Fullscreen and Auto-Adjust go together at all, logic tells me they should not, when fullscreen is used, auto-adjust would be ignored. Is that so right now?

EDIT4: How come bFullscreen doesn't exist as a GFX Config and it's not inside IsSettingSaveable.cpp - what's special about it?

Again.... Keep in mind: There are a LOT of games that use 4:3 aspect ratio on the Wii that can benefit from this as well, starting with basically all 3D VC games, but also native Wii games (https://gamefaqs.gamespot.com/boards/930752-nintendo-wii/64198688) and then we haven't even started talking about GC games yet... removing the Widescreen Hack (however hacky and buggy it is) WILL affect people using this for their games...

And I think (don't know for sure, a dev would have to explain) that the Widescreen hack does something similar to increasing the FOV (field of view) and then stretching the game to fit the screen effectively creating a so called Hor+ widescreen. Problem with this way of increasing FOV is that a lot of games do not expect the extra FOV and do some "culling" which is effectively just not rendering stuff outside the standard FOV and thus miss some graphics outside the default 4:3 area. This is where cheatcodes come in: some codes will just tell the game to not cull anything.
I did more thinking:

Enhancements tab might get too crowded with custom textures being moved there, so maybe Stereoscopy could go to a new "3D" Tab. There could be more options added to custom textures later, if necessary.

(05-11-2018, 06:12 PM)mstreurman Wrote: [ -> ]Again.... Keep in mind: There are a LOT of games that use 4:3 aspect ratio on the Wii that can benefit from this as well, starting with basically all 3D VC games, but also native Wii games (https://gamefaqs.gamespot.com/boards/930752-nintendo-wii/64198688) and then we haven't even started talking about GC games yet... removing the Widescreen Hack (however hacky and buggy it is) WILL affect people using this for their games...

And I think (don't know for sure, a dev would have to explain) that the Widescreen hack does something similar to increasing the FOV (field of view) and then stretching the game to fit the screen effectively creating a so called Hor+ widescreen. Problem with this way of increasing FOV is that a lot of games do not expect the extra FOV and do some "culling" which is effectively just not rendering stuff outside the standard FOV and thus miss some graphics outside the default 4:3 area. This is where cheatcodes come in: some codes will just tell the game to not cull anything.

Oh sorry, I didn't mean to remove the Widescreen Hack, I mean "not needed to be enabled" for example where 16:9 is working fine in a given game, using it on top would probably break things, I know too much OSD messages aren't welcome but if it was only up to me I would have a little note for a few seconds at boot when Widescreen Hack is enabled only for the games which do have originally 16:9 "Warning. This game can display 16:9 natively" or something.
(05-11-2018, 10:32 PM)Renazor Wrote: [ -> ]I did more thinking:

Enhancements tab might get too crowded with custom textures being moved there, so maybe Stereoscopy could go to a new "3D" Tab. There could be more options added to custom textures later, if necessary.


Oh sorry, I didn't mean to remove the Widescreen Hack, I mean "not needed to be enabled" for example where 16:9 is working fine in a given game, using it on top would probably break things, I know too much OSD messages aren't welcome but if it was only up to me I would have a little note for a few seconds at boot when Widescreen Hack is enabled only for the games which do have originally 16:9 "Warning. This game can display 16:9 natively" or something.

That is why it is disabled by default and that is why it is called a hack: to defer unknowing users from turning it on willy nilly
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