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Progress Continues
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(There. Added it back in a cleaner way.) |
(Raising efb scale/internal resolution doesn't necessarily eliminate DOF blur but does at least reduce it depending on the scale) |
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====In newer revisions==== | ====In newer revisions==== | ||
*CPU->efb access and and efb copy to texture/ram no longer affect the DOF blur. | *CPU->efb access and and efb copy to texture/ram no longer affect the DOF blur. | ||
*To remove the DOF blur you need to use an efb scale that is higher than your window/fullscreen resolution. This means for lower resolutions you will need a 2x efb scale and for higher resolutions you will need a 3x efb scale. This will | *To remove the DOF blur you need to use an efb scale that is higher than your window/fullscreen resolution. This means for lower resolutions you will need a 2x efb scale and for higher resolutions you will need a 3x efb scale. This will remove/reduce the DOF blur without breaking anything. | ||
*Disable EFB copy. | *Disable EFB copy. | ||
**This solves the distant areas problem but breaks characters shadows, screen blurring (when cutting small trees with sword and other things), and causes the pictobox problem. This is not recommended. | **This solves the distant areas problem but breaks characters shadows, screen blurring (when cutting small trees with sword and other things), and causes the pictobox problem. This is not recommended. |
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