Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12024-02-27T19:17:46ZDolphin bug tracker
Redmine Emulator - Emulator Issues #13488 (New): Android: Gecko code list is not updated properly after y...https://bugs.dolphin-emu.org/issues/134882024-02-27T19:17:46ZMike22
<p><strong>Game Name?</strong></p>
<p>Does not apply.</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>Does not apply.</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>Does not apply.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>This is a long-standing bug in the Android version of Dolphin. When you delete more than one Gecko code from the list of cheats, the list is not updated properly after deletion.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Open the cheats menu of any game, and download a set of Gecko codes. Now click on any code and delete it - it works fine. Click on any other code and delete it and the item below is removed from the list. Return to the main menu and then go back to cheats - now you can see that what was removed from the list previously is there and what remained there previously is now gone. Keep deleting codes and after a while the last item gets duplicated over and over.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>5.0-21148</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>I guess it is.</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>I think it´s present in the Android version ever since the Cheat GUI was added ( <a href="https://github.com/dolphin-emu/dolphin/pull/10092" class="external">https://github.com/dolphin-emu/dolphin/pull/10092</a> )</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>Does not apply.</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>Any Android phone</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
Emulator - Emulator Issues #13183 (New): Improve UI/UX for GCI folders.https://bugs.dolphin-emu.org/issues/131832023-02-26T17:21:07ZAdmiralCurtiss
<p>This has come up enough times in the Discord where I'm thinking we need to improve something here. Usually this manifests as someone trying to import eg. a save file from GameFAQs and getting completely lost in what they have to do in order to make Dolphin actually read the save file. Often they try to use the memory card manager to import the save into a raw memory card, or they end up placing the GCI file into the correct place but don't delete the existing save file, which ends up giving cryptic messages about saves failing to load when launching the game.</p>
<p>And to be fair, I can't really blame them! If you're not already familiar with the concept, GCI folders can be hard to understand, and nothing in our UI even tries to explain how they work.</p>
<p>So I suggest the following improvements; feel free to add to this list or to disagree with any of these:</p>
<ul>
<li>Our current UI name for manually managed raw memory card files is "Memory Card" and the UI name for the automatically managed GCI folder is "GCI Folder". This is clearly legacy from when GCI Folders didn't exist yet, and a naive user who just wants a memory card would obviously select Memory Card here, so I suggest renaming them to be more clear that both are emulating a memory card and that one is a raw binary blob and one is a automatically managed folder. Something like "Memory Card (Single File)" and "Memory Card (Auto)", maybe? I'm not sure what exactly, I'm just sure that the current ones are confusing for users.</li>
<li>Support opening GCI folders as if they were memory cards in the Memory Card Manager. This makes it easier for the user to identify save files in the GCI folders and we can automatically overwrite the correct file when they import a file that already exists. This also allows users to import non-GCI memory card formats into GCI folders without weird roundtrips through a raw memory card or third-party software.</li>
<li>The Memory Card Manager should auto-load the currently 'inserted' memory card and allow quick toggling between the individual regional variants of that card.</li>
<li>Improve the error handling when a GCI folder encounters multiple save files with the same filename. Right now it just prints "Warning: Save file(s) of the current game failed to load." as an OSD message on bootup, which is not that helpful for actually identifying the problem. At the very least it should say which files are overlapping and what it has done to resolve that conflict. If the Memory Card Manager works for GCI Folders we can also send users there to fix the conflict themselves by selecting the save they want to use/keep.</li>
</ul>
Emulator - Emulator Issues #12361 (New): Frame number in frame counter after loading state does n...https://bugs.dolphin-emu.org/issues/123612020-12-26T19:31:41ZMemoryTAS
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Upon saving a state, I see one number in the frame counter. Upon loading the state, a different frame is present.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Save a state, load that state, frame advance a couple times, save state again, load the new state.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes:<br>
5.0-13298</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>No</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>dunno</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>[Attach any fifologs if possible, write a description of fifologs and screenshots here to assist people unfamiliar with the game.]</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>[PC specs here]</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>Recording of this happening in 13178: <a href="https://www.youtube.com/watch?v=4mljBiNqIvw" class="external">https://www.youtube.com/watch?v=4mljBiNqIvw</a></p>
Emulator - Emulator Issues #12277 (New): Android: Display filepath in convert file menuhttps://bugs.dolphin-emu.org/issues/122772020-09-24T16:31:32Zryanebola16
<p>I'm not sure when I'll get around to looking at converting files in Dolphin but it would be nice to make sure I selected the right file before converting.</p>
<p>Android disc image conversion introduced in <a href="https://dolphin-emu.org/download/dev/54e570a95f2cb54fdc7be29d04870746c69a8b9e/" class="external">https://dolphin-emu.org/download/dev/54e570a95f2cb54fdc7be29d04870746c69a8b9e/</a></p>
Emulator - Emulator Issues #11983 (New): Exclusive fullscreen seemingly never implemented on macO...https://bugs.dolphin-emu.org/issues/119832020-02-14T21:11:12Zleo60228
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>wxWidgets began enabling exclusive fullscreen on macOS by default, presumably causing the Qt port to not include this feature. I don't actually own a Mac, but I thought it seemed strange that <a href="https://dolphin-emu.org/blog/2018/12/04/dolphin-progress-report-november-2018/" class="external">https://dolphin-emu.org/blog/2018/12/04/dolphin-progress-report-november-2018/</a> said that exclusive fullscreen was not supported. I looked at documentation, and the CGDisplayCapture function provides this. What's more, Dolphin previously called it, but it was removed due to breakage when wxWidgets began calling it as well. As Qt does not call it by default, this presumably causes exclusive fullscreen on macOS to break.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Presumably, enabling fullscreen on macOS.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>[Version number here]</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>No, as 5.0 does not have the Qt UI.</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>N/A</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>N/A</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>N/A</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p><a href="https://bugs.dolphin-emu.org/issues/5331" class="external">https://bugs.dolphin-emu.org/issues/5331</a></p>
Emulator - Emulator Issues #11141 (New): Resulting Files from Video Dumping Have Very Low Compati...https://bugs.dolphin-emu.org/issues/111412018-05-19T12:14:36ZAnonymous
<p><strong>Game Name?</strong></p>
<p>Any.</p>
<p><strong>Game ID?</strong> (right click the game in the game list, properties, info tab)</p>
<p>N/A.</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</p>
<p>N/A.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Currently when a dump is made using FFV1 the resulting file is not very compatible. Many players and applications struggle, even with ffmpeg based decoders present on the system.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>1 - Start Dolphin and enable "Frame dumps use FFV1" in graphics > advanced.<br>
2 - Enable "Dump Frames" in the "Movie" drop down menu.</p>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes. The problem is present in 5.0-7608.</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Yes. The problem is present in 5.0.</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>N/A.</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>N/A.</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>Intel Core i7-6700K @ 4.00ghz<br>
32GB RAM<br>
NVIDIA GeForce GTX 1080 8GB<br>
Windows 10 Pro 64-Bit </p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>No. The issue should be able to be presented on any title.</p>
<p>The best current solution to preserve footage integrity is to re-encode the FFV1 dump losslessly. Typically, I do this from FFV1 to FFV1, but with a few specific parameters to boost compatibility. I have no issues with the resulting file: ffmpeg -i framedump0.avi -acodec copy -vcodec ffv1 -pix_fmt bgr0 -level 1 -g 1 -coder 1 -context 1 output0.avi</p>
<p>Specifically, the follow settings appear to be tied to the compatibility of the resulting dump file: -pix_fmt bgr0 -level 1 -g 1 -coder 1 -context 1</p>
<p>If they (or an equivalent lossless alternative) could somehow be enforced during the dumping process, it would greatly improve the process when dealing with the resulting dump after the fact.</p>
Emulator - Emulator Issues #11004 (New): Null video backend and OGL video backends become unbeara...https://bugs.dolphin-emu.org/issues/110042018-04-15T07:51:29Zvomjom
<p><strong>Game Name?</strong></p>
<p>Super Smash Brothers Melee</p>
<p>The issue is present at the latest GitHub master as of April 15th. I've attached a profile using the Google perftools profiler of CPU usage after 10 minutes of play with the Null backend. With the OGL backend, it takes more like 24 hours to get the same result.</p>
<p>All the time is spent in FindMatchingTexturesFromPool in the line: auto range = texture_pool.equal_range(config);</p>
<p>It seems that the texture_pool is growing indefinitely causing performance issues. After more play, pretty much all of the CPU is spent on that line of code.</p>
Emulator - Emulator Issues #10926 (New): Games crash on OpenBSD/amd64 with error "Failed to map e...https://bugs.dolphin-emu.org/issues/109262018-02-28T18:19:04Zjohndoe
<p>This is due to MemArena::FindMemoryBase trying to mmap() 0x400000000 bytes (16 GiB) of memory, which overshoots my physical memory by quite a bit. Reducing it to an amount actually available to the OS (~7 GiB) works, though I've only lightly tested it on one game (Rhythm Heaven Fever).</p>
<p>The immediate solution would thus be lowering the mmap'd amount or making it a compile-time option, but admittedly that isn't very elegant.</p>
Emulator - Emulator Issues #10232 (New): Appropriately Handle VC Aspect Ratioshttps://bugs.dolphin-emu.org/issues/102322017-04-24T02:28:52Zkolanokolano@gmail.com
<p><strong>Game Name?</strong><br>
Various VC titles<br>
Require "Force 16:9": Street Fighter II': Special Champion Edition (Gensis), Super Street Fighter II: The New Challengers (Genesis)<br>
Require "Force 4:3"? (can't confirm): Street Fighter II': Champion Edition (Turbo Graphics)</p>
<p>It's likely that other titles are affected.</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>We apply a default aspect ratio across all VC system titles. However some VC titles account for aspect ratio corrections on their own, so our AR corrections don't display things properly.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Start "Street Fighter II': Special Champion Edition" with auto AR correction. It will display squeezed with excessively large back bars on either side. Setting "Force 16:9" seems to display the image appropriately.</p>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>5.0-3443</p>
Emulator - Emulator Issues #10176 (New): crash in Need for Speed Most Wantedhttps://bugs.dolphin-emu.org/issues/101762017-04-01T07:09:05ZShadicbypassJosephzoommaxwellbypass@gmail.com
<p><strong>Game Name</strong><br>
Need For Speed Most Wanted<br>
<strong>Game ID? (right click the game in the game list, properties, info tab)</strong><br>
GOWE69<br>
<strong>MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</strong><br>
ccae1994b8ab098ff427e6ef95ea7909<br>
<strong>What's the problem? Describe what went wrong.</strong><br>
crash on loading screen after last intro race that takes you into the garage to get your first car in the game.<br>
it seems to crash on any loading screen that leads to a garage not completly certain there?<br>
<strong>What steps will reproduce the problem?</strong><br>
start a game play through all the intro races and wait to get your new car or in a save file that is past the intro go to your garage to get several prompts about intcpu and invalid read<br>
Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?<br>
crashes on 5.0-3183, last build that worked was 5.0-2174, build that causes the crash is 5.0-2178<br>
<strong>What are your PC specifications? (CPU, GPU, Operating System, more)<br>
Operating System</strong><br>
Windows 10 Pro 64-bit<br>
CPU<br>
Intel Core i7 6700K @ 4.00GHz 44 °C<br>
Skylake 14nm Technology<br>
RAM<br>
16.0GB Dual-Channel G-Skill @ 3200MHz (15-18-18-38)<br>
Motherboard<br>
ASUSTeK COMPUTER INC. Z170 PRO GAMING/AURA<br>
Graphics<br>
Standard Monitor (1920x1080@60Hz)<br>
NVIDIA GeForce GTX 1080 (ASUStek Computer Inc)<br>
<strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong><br>
nope</p>
Emulator - Emulator Issues #10163 (New): [Feature Request] Assigning controller ports during Netplayhttps://bugs.dolphin-emu.org/issues/101632017-03-23T16:21:28Zehw
<p>I apologize if this issue was already created. I tried looking for something similar but I couldn't really find anything.</p>
<p>As of 5.0-3063, Dolphin has the ability to allow the host to assign controller ports to connected clients before starting a Netplay session. As soon as the game begins, unless the host completely stops the emulation, the host cannot change the controller assignment (the option becomes unavailable). It would be great if the host could change the controller port during emulation/netplay because it would allow for more possibilities with netplay. For instance, if I were playing a single player game and I wanted to "pass the controller" to someone else, as a host, I could assign the controller to either another player that has a controller assigned to them or a spectator to allow them to play the game i.e "golf mode". I believe there are certain games that might also have multiplayer in the form of passing the physical controller to another player, although I don't know of any off the top of my head. This is also good for multiplayer sessions that have at least two players and at least one spectator. If the spectator wishes to play, the host can give either their controller or player 2's controller to the spectator and allow them to play without stopping netplay/emulation. </p>
<p>I don't know how feasible this might be, although if it's not possible (or if it's dangerous to) change controller assignments during active emulation, perhaps allow the host to assign the controllers when emulation is paused instead, not stopped.</p>
<p>What do you think?</p>
Emulator - Emulator Issues #9827 (New): [D3D] Xenoblade Chronicles - Depth Fightinghttps://bugs.dolphin-emu.org/issues/98272016-10-07T14:36:57ZGuitarkory1Guitarkory1@gmail.com
<p><strong>Game Name?</strong><br>
Xenoblade Chronicles</p>
<p><strong>Game ID?</strong> (right click the game in the game list, properties, info tab)</p>
<p>SX4E01</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, properties, info tab, MD5 Hash: Compute)</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>There is some major z-fighting in makna forest when you first enter it. look at the sky textures and you can see the water textures fighting one another in 3d11 & 3d12.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>enter makna forest through bionis interior.</li>
<li>look at sky after entering.</li>
<li>see some weird stuff like the water textures fighting each other.</li>
</ol>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>dolphin 5.0 version 993 original test, first noticed it was broken<br>
dolphin stable 5.0, didn't fix the issue<br>
dolphin ishiiruka 785, also didn't fix the issue</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)<br>
windows 10 anniversary edition<br>
intel 4720hq<br>
nvidia 960m 4gb running driver 368.81 </p>
<p><strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong><br>
it works in opengl but not d3d</p>
Emulator - Emulator Issues #9696 (New): Support Full SBS 3D output.https://bugs.dolphin-emu.org/issues/96962016-07-16T00:39:35ZJMC4789JMC4789@gmail.com
<p>Virtual Desktop can display devices in Full SBS so I can actually test it now.</p>
Emulator - Emulator Issues #9245 (New): some Textures dumped from Timesplitters Future Perfect br...https://bugs.dolphin-emu.org/issues/92452016-01-10T19:46:44ZCombinecomburger@hotmail.com
<p><strong>Game Name?</strong></p>
<p>Timesplitters: Future Perfect</p>
<p><strong>Game ID?</strong></p>
<p>G3FE69</p>
<p><strong>MD5 Hash?</strong> </p>
<p>cb21d1e88b48a1830dc131c527833d30</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>When attempting to dump textures from this game, it seems that several of the game's textures end up being corrupted and mixed with other textures.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>Start game with texture dumping enabled</li>
<li>Load any level</li>
<li>Several dumped textures will look strange and broken, while others are fine</li>
</ol>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>Tested on version 4.0-8490</p>
<p>Older versions did not correct issue.</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>OS: Windows 7 Professional 64-bit <br>
Processor: Intel Core i5-3470 CPU @ 3.20GHz <br>
Installed RAM: 8GB<br>
GPU: NVIDIA GeForce GTX 670</p>
<p><strong>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</strong></p>
<p>Example of a texture that has dumped correctly:<br>
<img src="http://i.imgur.com/uIiuSUP.png" alt="" /></p>
<p>Examples of broken textures:<br>
<img src="http://i.imgur.com/RwYke2E.png" alt="" /><br>
<img src="http://i.imgur.com/bfNYrvL.png" alt="" /></p>
Emulator - Emulator Issues #9125 (New): Xenoblade - Incorrect Upscaled Lighting Effectshttps://bugs.dolphin-emu.org/issues/91252015-11-29T19:17:28ZBighead.0Bighead.0@gmail.com
<p><strong>Game Name?</strong></p>
<p>Xenoblade Chronicles - Any Region</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>I've known about this for years, but never reported it because I wasn't sure if it was a legit bug or not. I always just assumed OpenGL was more accurate than D3D and that was why there was a difference between the two. But now there is no way to get the correct effect, hence this issue report.</p>
<p>Some lighting effects are improperly upscaled, which used to look fine in OpenGL using EFB to RAM, but no longer looks correct since v4.0-7620. Xenoblade requires "Scaled EFB Copy" for higher IRs to have any effect. The lighting effects in question apply to:</p>
<ul>
<li>Ether deposits</li>
<li>Lighting in High Entia Tomb</li>
<li>Monado III lighting</li>
<li>Cave exit lighting</li>
</ul>
<p>These effects always looked incorrect in D3D, but could look correct with OpenGL and EFB to RAM. The PR that unified the EFB copy implementations also broke this in OpenGL.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<p>Just find any area/object with these lighting effects.</p>
<p><strong>Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?</strong></p>
<p>v4.0-7614 - The effect looks correct using OpenGL and EFB to RAM. D3D has always looked bad.<br>
v4.0-7620 - The effect always looks bad no matter what backend/settings are used.</p>
<p>**Is there any other relevant information? (e.g. logs, screenshots,<br>
Correct - [[[http://i.imgur.com/ZhE6FLy.jpg]]]<br>
Broken - [[[http://i.imgur.com/Rbkkpnn.jpg]]]</p>