Sonic Heroes: Difference between revisions

150 bytes removed ,  21 March 2016
Nvm, this causes eye glitches.
(Nvm, this causes eye glitches.)
Line 27: Line 27:


However, the problem still occurs if using resolutions above 1x Native while enabling the '''Scaled EFB Copy''', using specific resolutions with '''Scaled EFB Copy''' off (in this case, try 1x, 2.5x, 3x, 5x, 7x), or using any level of anti-aliasing other than none. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted.
However, the problem still occurs if using resolutions above 1x Native while enabling the '''Scaled EFB Copy''', using specific resolutions with '''Scaled EFB Copy''' off (in this case, try 1x, 2.5x, 3x, 5x, 7x), or using any level of anti-aliasing other than none. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted.
Alternatively, you can use a code to disable character shadows:
NTSC-U:
<pre>
041455B0 4E800020
</pre>
10.8 NTSC-U:
<pre>
04131DEC 4E800020
</pre>


{{image|Sonic Heroes Black Areas.png|Black areas (both backends)}}
{{image|Sonic Heroes Black Areas.png|Black areas (both backends)}}
215

edits