The Legend of Zelda: Skyward Sword: Difference between revisions

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=== Depth of Field (DoF) ===
=== Depth of Field (DoF) ===
Skyward Sword uses a Depth of Field effect to blur distance objects in a painting like style. Revisions 7719 and earlier do not render the effect. Current revisions can render the effect, but require EFB to Ram to avoid scan-lines. (See {{issue|4989}} and {{issue|5056}}). Note that using EFB to Ram for this effect causes a significant performance hit even with powerful machines.
Skyward Sword uses a Depth of Field effect to blur distance objects in a painting like style. Revisions 7719 and earlier do not render the effect. Current revisions can render the effect, but require EFB to Ram to avoid scan-lines. (See {{issue|4989}}). Note that using EFB to Ram for this effect causes a significant performance hit even with powerful machines.


[[File:SkywardSwordDOF.jpg|left|thumb|400px|The DoF Effect properly emulated in Dolphin]]
[[File:SkywardSwordDOF.jpg|left|thumb|400px|The DoF Effect properly emulated in Dolphin]]
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{{testing/entry|revision=3.0-204|OS=Windows 7 x64|CPU=Intel Core i5 2500k @ 4.9GHz|GPU=AMD Radeon HD 5830|result=Had troubles with FPS so tweaked a few things and managed a constant 30 fps.  There are a few graphical glitches, but they only seem to happen during dialogue/cut-scenes.  D3D11, 2x Native, 0xAA, 16xAF, Force Texture Filtering, Skip EFB CPU, Ignore Format changes OFF, EFB Copies RAM - Enable Cache ON |tester=Ammorth}}
{{testing/entry|revision=3.0-204|OS=Windows 7 x64|CPU=Intel Core i5 2500k @ 4.9GHz|GPU=AMD Radeon HD 5830|result=Had troubles with FPS so tweaked a few things and managed a constant 30 fps.  There are a few graphical glitches, but they only seem to happen during dialogue/cut-scenes.  D3D11, 2x Native, 0xAA, 16xAF, Force Texture Filtering, Skip EFB CPU, Ignore Format changes OFF, EFB Copies RAM - Enable Cache ON |tester=Ammorth}}
{{testing/entry|revision=3.0-204|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q8300 @ 2.5GHz|GPU=ATI Radeon HD 4670|result=20-30fps,D3D9, 1920*1080, Anisotropic Filtering 16x, AA off, 1x native,Skip EFB Access,EFB copies to texture, i have strange issue in some areas i have 30 fps but some time later performance keeps dropping 30-28-26-24 fps in the same area,when i restart emulator fps back to normal 30|tester=Bombado}}
{{testing/entry|revision=3.0-204|OS=Windows 7 x64|CPU=Intel Core 2 Quad Q8300 @ 2.5GHz|GPU=ATI Radeon HD 4670|result=20-30fps,D3D9, 1920*1080, Anisotropic Filtering 16x, AA off, 1x native,Skip EFB Access,EFB copies to texture, i have strange issue in some areas i have 30 fps but some time later performance keeps dropping 30-28-26-24 fps in the same area,when i restart emulator fps back to normal 30|tester=Bombado}}
{{testing/entry|revision=latest-source-12/07/12|OS=Linux Ubuntu 10.04|CPU=Intel Core i7 965|GPU=GeForce 9400 GT|result=15-30fps, totally playable. Infrequent crashing, not enough to ruin the gameplay. - Enable dual core, lock threads to cores, 1x Native res, No anti-aliasing, 1x anisotropic, etc. |tester=a8ksh4}}
{{testing/entry|revision=3.0-204(+?) (12/07/12)|OS=Linux Ubuntu 10.04|CPU=Intel Core i7 965|GPU=nVidia GeForce 9400 GT|result=15-30fps, totally playable. Infrequent crashing, not enough to ruin the gameplay. - Enable dual core, lock threads to cores, 1x Native res, No anti-aliasing, 1x anisotropic, etc.|tester=a8ksh4}}
{{testing/end}}
{{testing/end}}