The Legend of Zelda: Skyward Sword: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
(Didn't test enough >_< Banding updated accordingly.)
Line 26: Line 26:


=== Banding ===
=== Banding ===
Banding may be present in shading on characters and surroundings. The anisotropic filtering trick previously used to solve this problem no longer works. The only way currently to fix it is to set EFB to RAM without cache enabled, but this breaks more than it fixes. See {{issue|5361}}.
Banding may be present in shading on characters and surroundings. To fix it, use the DX11 backend, and set Anisotropic Filtering (AF) to 16x. AF should not cause a performance hit, but it may on some weaker systems. See {{issue|5361}}.


<div style="float:left;">[[File:ZeldaSS-BandingAF.jpg|thumb|200px|Character shading properly emulated]]</div>
<div style="float:left;">[[File:ZeldaSS-BandingAF.jpg|thumb|200px|Character shading properly emulated]]</div>
<div style="float:left;">[[File:ZeldaSS-Banding.jpg|thumb|200px|Character shading with banding]]</div>
<div style="float:left;">[[File:ZeldaSS-Banding.jpg|thumb|200px|Link improperly shaded with banding]]</div>
<div style="clear:both;"></div>
<div style="clear:both;"></div>


Line 51: Line 51:
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = Direct3D 11
|gfxbackendnotes = Required to fix banding
|anisotropic = 2x-16x
|anisotropicnotes = Required to fix banding
|skipcpuefbaccess      = Off
|skipcpuefbaccess      = Off
|skipcpuefbaccessnotes  = Disrupts Aiming
|skipcpuefbaccessnotes  = Disrupts Aiming