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(Raising efb scale/internal resolution doesn't necessarily eliminate DOF blur but does at least reduce it depending on the scale) |
(DOF Blur update. More updating required due to the many changes in 3.0 and onwards.) |
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===Fire Effects=== | ===Fire Effects=== | ||
In Wind Waker, the various fire effects are glitched, resulting in a odd doubling of portions of the screen exposed to the heat effect. These heat effects are used in many places, like Dragon Roost Cavern and hanging torches. The glitches can be fixed by checking "EFB Copies - Disable" to disable the heat effect entirely, but this also disables dozens of effects used throughout the game. This is the only known solution to this problem. | In Wind Waker, the various fire effects are glitched, resulting in a odd doubling of portions of the screen exposed to the heat effect. These heat effects are used in many places, like Dragon Roost Cavern and hanging torches. The glitches can be fixed by checking "EFB Copies - Disable" to disable the heat effect entirely, but this also disables dozens of effects used throughout the game. This is the only known solution to this problem, and it is not recommended. | ||
*See {{Issue|2120}}, {{Issue|2338}}, and {{Issue|3971}}. | *See {{Issue|2120}}, {{Issue|2338}}, and {{Issue|3971}}. | ||
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===Distant Areas=== | ===Distant Areas=== | ||
Windwaker uses a DOF blurring effect, which scales poorly on resolutions above the gamecubes native 640x528. There are several solutions to this problem. | |||
*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. | |||
* | **EFB Copies - Virtual is required for this to work on the latest revisions. | ||
**Unfortunately for users with 1080p and higher resolutions, 1920x1584 (3x scale) is the highest dolphin supports, and 4x has not been implemented yet. Without 4x it is impossible to set a EFB scale higher then 1920x1080, thus impossible to fix the blur with this technique. To fix it, use SSAA. | |||
*Super Sample Anti-Aliasing (SSAA), combined with an EFB Scale equal to or greater then your current resolution, will solve the effect better then any other option available. It will allow for crystal clear distance areas without breaking any effects. Unfortunately, SSAA is very GPU intensive, so this can only be done by those with strong GPUs. | |||
**EFB Copies - Virtual is required for this to work on the latest revisions. | |||
*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. | |||
*The d3d11 video backend will produce DOF blur regardless of efb scale. It is therefore advised to use the d3d9 or openGL video backends. | *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. |