Emulator Issues #2068
closedbloom is offset in d3d
0%
Description
ive heard others talk about this issue in other games, but i think ive only
seen it in mario kart wii myself. the bloom glow is offset down and to the
right on everything (ghosts, karts/riders, cubes). best seen here on the
ghost level:
Updated by HeZkOrE almost 15 years ago
Same problem in Monster Hunter Tri and it's horrible in that, cause the bloom covers
pretty much the entire screen, not just single models :S
Updated by john.fowler1541 almost 15 years ago
I concur this happens in dead space slightly down and to the right. see here
http://users.tpg.com.au/jfk//RZJE69-3.png
Updated by HeZkOrE almost 15 years ago
Yeah check out Monster Hunter Tri: http://img23.imageshack.us/img23/7049/mhtri.png
It looks quite bad as the bloom covers the entire screen.
Updated by jayork42 almost 15 years ago
Are you talking about EFB copy or the bloom shader in Dolphin? This also appears to
be the same problem NSMB is having in the sand/water worlds.
Updated by ebirnie over 14 years ago
ok i havent updated in a week or so, but i just did and noticed something. the bloom
offset has changed! look at this picture. its even more further to the right and
down. just gotta track down what did this and maybe it can be fixed?
Updated by ebirnie over 14 years ago
ok this may be helpful to the devs. i tracked down the revision that the bloom was
altered. it is r5034. heres an animation showing the bloom difference between r5033
and r5034. http://i50.tinypic.com/ztveih.gif
Updated by HeZkOrE over 14 years ago
EFB Scaled Copy for DX9 has an impact on the Bloom, with it off the bloom moves even
further down the right, while with it on it's closer to the center.
Updated by john.fowler1541 over 14 years ago
I've created a patch that helps this issue. You can find it here
http://forums.dolphin-emu.com/thread-8626.html
Updated by marcel.werner3 over 14 years ago
this issue is still present...in quite some games (maybe even all games with bloom?). In Metroid 3 it's good to see, too.
Why hasn't this been accepted yet? I guess it should go to Rodolfo :)
Updated by marcel.werner3 over 14 years ago
sooooooo it seems this issue only exists for nvidia users with both DX plugins...?
Updated by giaga7 about 14 years ago
No, I've an Ati card 5870 and still have this error with mario kart wii, wii play (hockey), monster hunter tri!
Updated by marcel.werner3 about 14 years ago
hmpf...why then does NeoBrain not have it? O_o
Could some dev please CC this to NeoBrain and Rodolfo? thx!
Updated by hafizmml89 about 14 years ago
COrrect me if im worng, but i noticed if you use ?xSSSA options, the bloom offset effects is reduced right? I noticed it in MH3 when enabling 9xSSSA, the bloom is nearly perfect..... but not playable for me as it slowdowns the game ALOT!!!!! ( my gc card cannot handle 9xSSSA and strangely 4xSSSA too :( )
Updated by giaga7 about 14 years ago
As I wrote in issue 3434 there also other games with this issue! For now, games with this issue are Mkwii, Mh3, Wii play and SMG! It woukd be great fixing this graphic issue! Some screenshots:
Updated by skidau about 14 years ago
Issue 3434 has been merged into this issue.
Updated by marcel.werner3 almost 14 years ago
Donkey Kong Country Returns also suffers from this issue. It's good to see here: http://img6.imageshack.us/img6/3672/donkeykongredglow2.png
Updated by aavindraa almost 14 years ago
Donkey Kong problem referred to above is discussed further in Issue 3604.
Updated by skidau almost 14 years ago
Issue 3604 has been merged into this issue.
Updated by kolano almost 14 years ago
This issue can be addressed, at least in DK Country Returns, by visiting the Wii Home screen and then returning to the game. It will reoccur in later stages however.
Updated by marcel.werner3 almost 14 years ago
huh? that's new to me...anyway, there is a projection hack that deals with it for now.
http://forums.dolphin-emulator.com/showthread.php?tid=13347
Updated by NeoBrainX almost 14 years ago
Issue 3677 has been merged into this issue.
Updated by Anonymous almost 14 years ago
- Status changed from New to Questionable
Please respond if this issue is still valid, or it will be closed.
Updated by giaga7 almost 14 years ago
Still valid as NeoBrains said! in DKCR, MH3, MKwii, Wii play and I think others that I've not tested!
Updated by NeoBrainX almost 14 years ago
Fwiw, is this issue also present with DX11 in Mario Kart Wii for native EFB scaling?
There's numerous reasons for this issue I think: One being some off-by-one errors in our viewport/scissor rect code, the other one being in D3D9 that native HW uses floating points for viewports but D3D9 integers (which will cause some inaccuracy).
Also, I'm beginning to doubt whether this issue can be fixed at all for higher resolutions. We can't correctly upscale all viewport/scissor rect coordinates which f*cks up things quite a bit...
The bloom offset in MH3 can be fixed by enabling EFB access IIRC.
Updated by NeoBrainX almost 14 years ago
Issue 2654 has been merged into this issue.
Updated by marcel.werner3 almost 14 years ago
hmhmhm...I just tried with DX11 and EFB scale set to 1x (and scaled copy disabled) - that would be native, right?
well, my findings are that in Mario Kart Wii it indeed is less strong...I'm actually not even sure if it's wrong at all...there's a bit of bloom looking over the edges but I cannot tell if that's an original effect to make things a bit more glowy...my Wii is broken so I can't test on that.
However, I also tested Little King's Story and there it doesn't seem to have changed.
Ah, btw. I made a screenshot in that game a few days ago cuz the issue is nicely well to see there (and that's even with "Skies of Arcadia"-proj hack enabled, normally it's even worse:
Updated by NeoBrainX almost 14 years ago
Issue 3968 has been merged into this issue.
Updated by skidau over 13 years ago
Issue 3974 has been merged into this issue.
Updated by skidau almost 13 years ago
Issue 5018 has been merged into this issue.
Updated by dospant almost 13 years ago
I have been testing this with Monster Hunter mainly and here is what I noticed:. It is directly affected by the internal resolution.
The higher the internal resolution, the better the picture.
Enable Hotkeys and test this by playing with the "3" button which changes the internal resolution. You will notice that as you increase it, the effect gets closer and closer to where it should be. Currently 4x gives me the best image and the problem is almost gone but not entirely.
Updated by NeoBrainX almost 13 years ago
- Status changed from Accepted to Fixed
This issue was closed by revision e58692653afd.
Updated by NeoBrainX almost 13 years ago
Marking as fixed, since the main issue got fixed by revision e58692653afd.
Any other issues with blur should be reported separately now. Note that the blur in Monster Hunter Tri is fixed by enabling EFB access (since EFB color pokes are implemented now).