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Emulator Issues #5467

closed

LostWinds Winter of the Melodias (WLOEHL) small graphics issues

Added by OMEGA345 almost 12 years ago.

Status:
Duplicate
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

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Note:
Many games do not run yet, or have known problems. Please do not report
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--------------------------------------

  1. LostWinds Winter of the Melodias Gamecube "WLOEHL"

  2. Various thin lines in the game.

  3. Not tried, But Wii doesn't show these lines.

4) What steps will reproduce the problem?

  1. Start the game.
  1. 32bit Dolphin 3.0-690
    windows 7 64bit
    videocard, intel hd 3000+
    i7-2600k 3.4ghz, 16gb memory.

I have provided proof 2 pics. one from the actual Wii other is Dolphin emulated.

Wii
http://i229.photobucket.com/albums/ee187/omega59/lostwinds.png
Dolphin
http://i229.photobucket.com/albums/ee187/omega59/WLOEHL-2.png


Related issues 1 (0 open1 closed)

Is duplicate of Emulator - Emulator Issues #3423: Efb scale makes lines appear in 2D Games, with only OpenGL's and D3D11's native showing appropriate behaviourFixed

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Actions #1

Updated by OMEGA345 almost 12 years ago

Sorry title should say Wii not Gamecube i forgot to remove :(

Actions #2

Updated by pauldacheez almost 12 years ago

A) Why use 32-bit Dolphin on 64-bit Windows with a 64-bit processor? That's like buying a Ferrari and only driving on suburban streets when you have a perfectly fine track license.
B) Which graphics backend are you using? Show us your graphics settings, all of 'em. And try messin' around with the settings after that.

Actions #3

Updated by Linkinworm almost 12 years ago

looks like the same issue zelda skyward sword has in DX 9 mode try DX 11

Actions #4

Updated by OMEGA345 almost 12 years ago

i use 32bit because the 64bit one would not work for me in the past (just crashes when i try opening wont even run) and i don't want to waste time messing with that.

Enhancment 2x
Anti-Aliasing none
Animorphic filtering 1x
Scaled EFB Copy checked
Ignoreformat changes checked
EFB Copies texture checked

I tried other settings animorphic 16x EFP copy RAM they did not change anything. Read the wiki it says "This game doesn't need specific settings to run properly. If you want to get an overview about settings related to performance, please see the performance guide. A full list of config options is available at." So i read the overview settings and tried it, and the lines are still visible.

Actions #5

Updated by OMEGA345 almost 12 years ago

just saw your post i thought so too, i tried DX11, but the lines were still visible.

Actions #7

Updated by pauldacheez almost 12 years ago

It's Anisotropic Filtering, not "animorphic" filtering. </grammar_hitler>

What about OpenGL? And what about Virtual XFB? (Real XFB would probably just make it impossible to tell if the problem is there or not, so...)

The 64-bit version probably works perfectly fine now. Try it out, you won't regret it - at most you'll lose a minute of your valuable time that would otherwise be spent playing video games.

Actions #8

Updated by OMEGA345 almost 12 years ago

OpenGL renders 15fps and unplayable
Virtual XFB i don't see this options
I just got the latest 64bit 3.0-690 it doesn't work i get the application was unable to start correctly 0xc0000007b. click OK to close application. I will not go through this 64bit nonsense so don't even attempt to ask me to troubleshoot this problem. 32bit is not the reason the game is not working properly.

Actions #9

Updated by pauldacheez almost 12 years ago

Okay, okay, I won't mention the 64-bit thing again. >~> I know it wasn't the cause of the problem, I just wondered why you weren't using it.

XFB is the External Frame Buffer. It should be right under the texcache accuracy slider.

OpenGL is usually lower in performance than DX9/DX11 on Windows, but 15 fps honestly isn't "unplayable". Agonizing, yes, but not impossible to play. Point is, does the bug show up there too?

Actions #10

Updated by Linkinworm almost 12 years ago

http://forums.dolphin-emulator.com/showthread.php?tid=22084&pid=202797#pid202797 fix for x64 builds.

everything below should be checked , every other option leave unchecked

DX11
force 16:9
hide mouse cursor

enhancements
3x native (or lower not auto)
AA (try without it but I use 2x)
AF 16x(anything above 2 should be good though)
scaled EFB copy

Hacks
ignore format changes
EFB copies to texture
Texture cache to fastest
External frame buffer to disabled
Disable per-pixel depth

again leave everything else unchecked, these are the settings i use for zelda skyward sword and it removes the sort of same issue I had with it with other settings.

Actions #11

Updated by OMEGA345 almost 12 years ago

External Frame Buffer is disabled.
DX11 still produces the lines.

Linkinw, i tried your settings, and it made it even worse. The bottom was totally gone to black and everything flickering.

Actions #12

Updated by Linkinworm almost 12 years ago

get a real graphics card maybe then? only thing I can think of without owning the game

or maybe try dolphin 3.0 official build and not a revision?

Actions #13

Updated by OMEGA345 almost 12 years ago

Does anyone else get this problem with this version of the game?

Actions #14

Updated by meatyman1228 almost 12 years ago

Omaga u aloways could get the tecture from a pure iso from usvloader then ectract the yectrues then bbe good as gold.

Actions #15

Updated by pauldacheez almost 12 years ago

Omega, I got myself a copy of the game, and I'm seeing this graphical glitch as well. But I've found that setting EFB to RAM fixes it, and setting EFB to Texture after that keeps the graphics non-glitchy while also making them not look like crap on non-1x Native resolutions. Screenshot: http://cl.ly/HHsW

I can't verify if this works on DX9/DX11, since all I can use on OS X is OpenGL. And I have the same GPU, so I have no way of knowing if this bug appears on other GPUs.

Also, please do try the fix that Linkinw linked to, if you haven't already. (Yes, yes, I said I wouldn't bother you about it, but he found you the actual fix for that little problem. So go do it, eh?)

Actions #16

Updated by OMEGA345 almost 12 years ago

Just tried what you said this was the results.

http://i229.photobucket.com/albums/ee187/omega59/WLOEHL-1.png

Actions #17

Updated by pauldacheez almost 12 years ago

Make sure Scaled EFB Copy is on. If that doesn't work, try it on DX9/DX11, whichever you're not using at the moment. And if that doesn't work, use OpenGL. (I'm getting ~22fps with a slower CPU and the same GPU with EFB to Texture, if you were concerned about performance.)

Actions #18

Updated by OMEGA345 almost 12 years ago

I had EFB Copy ticked in when i tried. DX9/DX11 renders the same but slower frames. I don't think this will be ever fixed. Just going back and forth with the same questions to test. Thank you for your help Paul I appreciate your input.

Actions #19

Updated by pauldacheez almost 12 years ago

Any time. <3

For reference, these are my graphics options right now. It should work fine in OpenGL, even though the performance might be worse. http://cl.ly/HKrq http://cl.ly/HKQC

Oh, and did you try that fix for the x64 builds? (Sorry to nag, I'm just wondering.)

Actions #20

Updated by OMEGA345 almost 12 years ago

Paul, yes I have c++ installed and what not that is required for dolphin emulator. as a matter of fact sometimes the app just stops responding and crashes without that error message at all.

Actions #21

Updated by skidau almost 12 years ago

  • Status changed from New to Duplicate
Actions #22

Updated by pauldacheez almost 12 years ago

If the 64-bit build crashes more, sure, that's a legit excuse not to use it. Though, most silent crashes I've seen like that were either game-specific bugs or the fault of the options in the "Other" section here: http://cl.ly/HKQC. (Which, you should keep all those options unchecked. I thought that half my games just plain didn't work in Dolphin until I unchecked every last one of those.)

Anyway, it completely slipped my mind - I've been using the Hashless branch (which has various improvements to texture handling, the EFB, and general graphics performance), so that's why you're not getting the same result as I when switching from EFB to RAM to Texture.

If you want to try Hashless, the current build's over here: rc9805417b821

On master (what you're currently using), though, I've found that you'll have to EFB to RAM and check "Enable cache" next to that to get it to work properly. Seems vaguely similar to Issue 5472...

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