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

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Pretty sure the rest of this is outdated, tested the break conditions in OpenGL, Direct3D 12 and Vulkan, and it only broke when using GPU Texture decoding. but kept it there in past tense in case i'm wrong. Feel free to completely remove the outdated stuff if i'm right.
mNo edit summary
(Pretty sure the rest of this is outdated, tested the break conditions in OpenGL, Direct3D 12 and Vulkan, and it only broke when using GPU Texture decoding. but kept it there in past tense in case i'm wrong. Feel free to completely remove the outdated stuff if i'm right.)
 
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=== Sun Rays ===
=== 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:
Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is used to be very easily broken. How it broke depended on the backend used:
*D3D - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
*D3D - Broken by Anti-aliasing, Anisotropic Filtering and an Internal Resolution above 1x Native.
*OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.
*OpenGL - Broken by Anisotropic Filtering and an Internal Resolution above 1x Native.
Nowdays, it appears to only be broken by GPU texture Decoding in all backends.
{{Image|TwilightPrincessWii Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessWii Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessWii Sunrays Working.jpg|Proper Emulation of the effect|br}}
{{Image|TwilightPrincessWii Sunrays Working.jpg|Proper Emulation of the effect|br}}

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