Dolphin, the GameCube and Wii emulator - Forums

Full Version: 3.0-776 Up! Lectrode's Dolphin Builds (SSE 3,S3,4.1,4.2,AVX ICC Optimized)+OpenMP
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There's no way to fix that, it's just not possible. Here is an in depth explanation as to why it's not possible:

Quote:These games simply weren't made to render gfx outside of the 640/576i cut off points.

Quote:Being an engine+graphics developer myself, I'll sum up the points:

1) Removing openGL face culling won't do anything in this case, as culling removes non-visible faces (those that it's normal doesn't point to the camera). Having a 3 monitor setup, STILL requires culling, as those faces shouldn't add visible information (only in rare cases they do, for example on wireframe rendering, or blending with sorted polygons).

2) Mesh culling is usually done in the game engine (that is, the Gamecube/Wii code), usually involving some kind of acceleration structure and bounding volumes + frustum tests. This can't be removed without hacking the games individually: that is, disabling that code. This kind of task is titanic, doing it globally is impossible. Some rare hardware has box/frustum culling hints by hardware, but it's 90% not used by developers, thus would only work for a tiny subset of games.

3) Removing clipping would only allow those few polygons that go outside the frustum not to be clipped. Still, you wouldn't get content on the other 2 screens, as frustum culling would have removed the meshes on the other viewports.

Quote:
Leapo Wrote:It's already been established that clipping is what needs to be modified, not culling.

Actually, both if the game is doing clipping by software. Frustum culling is usually done by software, thus no emulator hack could fix that: you'd need to patch games one per one, after looking for the frustum culling routines.

Leapo Wrote:As was mentioned, that only effects game engines that handle clipping completely internally (including the actual removal of geometry). That said, there may be some common methods used between games, especially in games from the same developer or using the same engine. Finding a method to "fix" one game may work for many others.

Rarely, frustum culling is one of the parts of the engine that goes into more iterations, due to resource constraints.

Leapo Wrote:Games that determine what geometry they want clipped internally, but then go on to request geometry not be drawn via a hardware function, should be open to having the request to clip ignored by the graphics plugin.

That doesn't exist on mainstream hardware.

Leapo Wrote:Other viewports? There's only a single OpenGL viewport in use (it's just very wide).

Ok, I meant, as an idea to make everything clear, that the viewport from the game (that the data gets clipped and frustum culled to), is different from the one that you setup when using wide screen. Being different, means all the rest of data that the game engine already culled off, it's not available: the game engine simply doesn't send the render calls for those objects, thus no emulator hack could do proper widescreen rendering, without hacking games one per one.

Clear now?

http://forums.ngemu.com/dolphin-discussion/135059-disable-culling-off-screen-geometry.html
[quote='Xtreme2damax' pid='121246' dateline='1290106637']
There's no way to fix that, it's just not possible. Here is an in depth explanation as to why it's not possible:

except it doesn't do this on mine... and i'm using widescreen hack.

It only does that in certain areas, specifically areas such as the one in the screenshot and other areas, mostly areas with water that uses shader combiner effects due to the EFB cutoff regions.

If it's not doing that for you in either area in the game then you don't actually have the wide screen hack enabled (double check your configuration) or you are playing the Wii version which which supports a native widescreen mode without a hack. Considering it's a limitation determined by the game code and design, it will effect everyone that enables the widescreen hack in this game, at least with the Gamecube version of the game since it doesn't support a native widescreen mode.
r6441 is up and ready for Download!

bacardi

(11-21-2010, 09:37 AM)Lectrode Wrote: [ -> ]r6441 is up and ready for Download!

Thanks! Smile
(11-22-2010, 08:14 AM)bacardi Wrote: [ -> ]
(11-21-2010, 09:37 AM)Lectrode Wrote: [ -> ]r6441 is up and ready for Download!

Thanks! Smile


Having some trouble getting it to start. I hit play and it just hangs.
Ah nevermind... it didn't have any plugins selected lmao
Would you please compile r6461 with "donkey kong jungle beat ver 2.patch" when you have free time
Thanks !
[color=#A9A9A9]Strange, SSBB on R6441, I got only 30+ frames, while I can get pretty much full speed on other bulids.[/color]
Edited: Actually, never mind. I found out that the default setting of Copy to EFB is set to RAM(you guys swapped the order of RAM and TextureConfused).
The GUI has changed a lot...
Also, the download links for SSE4.1 and SSE4.2 are swapped(at least for the backup site).

BTW, what is a Level 7 build anyway?
(11-23-2010, 11:14 PM)admin89 Wrote: [ -> ]Would you please compile r6461 with "donkey kong jungle beat ver 2.patch" when you have free time
Sure. I'll get to it as soon as I can.

(11-24-2010, 08:50 PM)CRAZY_PALADIN Wrote: [ -> ]Strange, SSBB on R6441, I got only 30+ frames, while I can get pretty much full speed on other bulids.
The GUI has changed a lot...
Also, the download links for SSE4.1 and SSE4.2 are swapped(at least for the backup site).
BTW, what is a Level 7 build anyway?
The only thing I changed in the GUI was the labels (window title and Plugin names). The other GUI changes have been committed by the devs and are found in every version of that revision.
*Fixed 32bit SSE 4.1 & 4.2 links
You can find the definition of Build Level 7 (and all other build levels) under "Terms and Definitions" at http://electrodexs.net/dolphin_info
It basically tells you what changes have been made to that particular build.

r6460 is up and ready to download!
The website's giving me troubles. It might be chrome but it won't load anything >.< or jsut the menu bar.