The Legend of Zelda: Twilight Princess (GC): Difference between revisions

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Enabling the widescreen hack will cause reflections to be buggy.
Enabling the widescreen hack will cause reflections to be buggy.
<!-- General wiki conventions keep widescreen hack problems out of config and problem areas, cause the widescreen hack is a "use at your own risk" option. However, this page is an exception to that since lots of people want to use Dolphin to make this game behave like the wii version, so putting it here helps minimize questions about it on the forums. -->
<!-- General wiki conventions keep widescreen hack problems out of config and problem areas, cause the widescreen hack is a "use at your own risk" option. However, this page is an exception to that since lots of people want to use Dolphin to make this game behave like the wii version, so putting it here helps minimize questions about it on the forums. -->
=== D3D11 Darkness ===
With the D3D11 graphics backend the lens flare from the sun is glitched. When looking at the sun, the flare makes things appear darker instead of brighter, and it will even show through trees, buildings, and other obstacles. Only the D3D11 backend has this problem so use D3D9 or OpenGL to avoid it. See {{issue|5999}}.
{{Image|TwilightPrincessGC-DX11Blackness.jpg|Looking through trees at the lens flare in D3D11|}}
{{Image|TwilightPrincessGC-DX11Blackness2.jpg|The same scene properly emulated in D3D9|br}}
=== Sun Rays ===
Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is very easily broken. How it is broken depends on the backend used.
*D3D9 - Anti-aliasing (MSAA, SSAA, etc), Anisotropic Filtering, Forced Texture Filtering, and even an Internal Resolution above 1x Native all reduce or eliminate the rays. Anisotropic Filtering affects it the most, Anti-aliasing affects it less, Internal Resolution only affects it a moderate sum (increasingly worse the higher the IR), and Force Texture Filtering has very little effect.
*D3D11 - Anti-aliasing and Anistropic Filtering have no effect on the sun rays with D3D11. However, an Internal Resolution above 1x native and Forced Texture Filtering will affect it the same as in D3D9.
*OpenGL - There is no way to make the sun rays appear correctly with OpenGL. It also behaves different from the others: Anti-aliasing and Anistropic Filtering have little effect, but Internal Resolution has a very severe impact on the sun rays, making them entirely invisible at 4x Native.
{{Image|TwilightPrincessGC Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessGC Sunrays Working.jpg|Proper Emulation of the effect|br}}


== Configuration ==
== Configuration ==