The Legend of Zelda: The Wind Waker: Difference between revisions

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*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 eliminate the DOF blur without breaking anything.
*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 eliminate the DOF blur without breaking anything.
*The d3d11 video backend will produce DOF blur regardless of efb scale.  It is therefore advised to use the d3d9 or openGL video backends.
*It is not advised to use projection hacks with newer revisions.
*It is not advised to use projection hacks with newer revisions.
====In newest revisions ({{revision|7538}}ish and newer)====
*"EFB Copies - Disable" now affects the DOF blur. Check it to disable the effect for a clearer game experience. However, without EFB copies to RAM, character shadows do not appear, there will be random flashes during explosions, the blur during the spin attack is not present, the pictobox is broken, etc.
*Using Direct3D 11 as the video backend blurred background scenery in the game. This can be fixed by setting the video backend as Direct3D 9, however this leads to slightly worse performance than Direct3D 11.


===Black Squares in Dragon Roost===
===Black Squares in Dragon Roost===