Emulator Issues #12125
Anti-Aliasing in DX12 and Vulkan cause severe transparent squares and lines
Zelda Skyward Sword
What's the problem? Describe what went wrong.
I'm trying to play Skyward Sword in the best condition. I'm playing with 3x resolution (1080p) which is good for me.
Why does these trees look like if I was playing at 144p even if I play with a 3x resolution (1080p)?
Is this what is called DOF, Depth of Field ?
Then I can't get a single dof hack/cheat to work with Skyward Sword.
I noticed that using anti-aliasing filters natively remove some dof but cause some severe blank and transparent lines/squares (check video and screenshot at bottom).
It doesn't happen in OpenGL and DX11 (but anti-aliasing using OpenGL or DX11 doesn't seems to affect DOF) but they appear using DX12 or Vulkan wich affect DOF as you can see.
I'm trying to play with DEF so this is why I would play with DX12 or Vulkan, but theses transparent lines make me very uncomfortable.
What steps will reproduce the problem?
Using any of the anti-aliasing filters (either MSAA or SSAA) using DX12 or Vulkan
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
Yes, they are still present. I'm using Dolphin 5.0-12080.
Is the issue present in the latest stable version?
Can't launch the game, but yeah probably as it's 3 years old.
What are your PC specifications? (CPU, GPU, Operating System, more)
CPU : I7 7700k 4.2 GHz
GPU : KFA2 GeForce GTX 1070 EX, 8 Go
RAM : DDR4 G.Skill Ripjaws V, Noir, 2 x 8 Go, 3200 MHz, CAS 16
Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)
I recorded the problem I explained.
- Status changed from New to Working as intended
This wasn't happening in OpenGL due to a bug with certain pixel formats being skipped by the driver that has been fixed since. While it may not be what you want anti-aliasing to do, it appears to be the expected output based on the efb effects that the game is doing.
Maybe changing rendering techniques in the future will alleviate this, but for now there's no intention to try to fix it. This is just what MSAA does.