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

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m
remove reference to D3D9; change D3D11 to D3D
m (remove reference to D3D9; change D3D11 to D3D)
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Due to the low resolution bloom, a "ghost" image will appear around certain objects in areas with high amounts of bloom. There is no known solution.
Due to the low resolution bloom, a "ghost" image will appear around certain objects in areas with high amounts of bloom. There is no known solution.


=== D3D11 Darkness ===
=== D3D Darkness ===
With the D3D11 graphics backend the lens flare from the sun is glitched. When looking at the sun through trees of buildings, part of the effect shows through, displaying a small lens flare and an overall darkening of the screen. Only the D3D11 backend has this problem so use D3D9 or OpenGL to avoid it. See {{issue|5999}}.
With the D3D graphics backend the lens flare from the sun is glitched. When looking at the sun through trees of buildings, part of the effect shows through, displaying a small lens flare and an overall darkening of the screen. Only the D3D backend has this problem, so use OpenGL to avoid it. See {{issue|5999}}.
{{Image|TwilightPrincessGC-DX11Blackness.jpg|Looking through trees at the lens flare in D3D11|}}
{{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|width=281}}
{{Image|TwilightPrincessGC-DX11Blackness2.jpg|The same scene properly emulated in D3D9|br|width=281}}
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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 very easily broken. How it is broken depends on the backend used:
*D3D9 - Anti-aliasing and an Internal Resolution above 1x Native damage the effect
*D3D - Anti-aliasing and an Internal Resolution above 1x Native damage the effect
*D3D11 - Same as D3D9
*OpenGL - The GLSL merge (3.5-1025) greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.
*OpenGL - The GLSL merge (3.5-1025) greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.
{{Image|TwilightPrincessGC Sunrays Broken.jpg|Broken sun rays|}}
{{Image|TwilightPrincessGC Sunrays Broken.jpg|Broken sun rays|}}
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