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Emulator Issues #6043

closed

Twilight Princess Bloom offset issue

Added by ThatInvaderGuy over 11 years ago.

Status:
Fixed
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

Have you searched the issue tracker for a similar issue?

Game Name?
The Legend of Zelda Twilight Princess

Game ID?
RZDE01

What went wrong?
The Bloom wasn't displayed properly for the OpenGL and Direct3D9 Backends with EFBtoRAM

What did you expect to happen?
The Bloom to be displayed properly.

What steps will reproduce the problem?
Playing Twilight Princess with EFBtoRAM on the Direct3D9 or OpenGL Backends

What version of Dolphin were you using?
3.5

64 or 32 bit Dolphin?

What version of Dolphin used to work?

What Operating System were you using and what are your hardware
specifications?
CPU: Intel i7-2700K @ 3.50 GHz (3.9 GHz with turbo boost)
GPU: nVidia GeForce GTX 560 Ti
RAM: 16 GB
OS: Windows 7 64 bit

64 or 32 bit Operating system?
64-bit

Any other relevant information or links to logs:
There is screenshots and video of this here at post#14:

Actions #1

Updated by ThatInvaderGuy over 11 years ago

Is it possible to edit these? I didn't mean to submit already. Any way I'm running the 64-bit version of Dolphin and the thread is here:
http://forums.dolphin-emu.org/Thread-wii-the-legend-of-zelda-twilight-princess

Actions #2

Updated by MayImilae over 11 years ago

Tested in 3.5-429 x64. Bloom offset is present in D3D9 with EFB to Texture and in D3D11 with EFB to Ram. During one instance EFB Scaled Copy didn't turn on properly, perhaps you saw that? It is still offset with EFB Scaled Copy off, just harder to see.

Actions #4

Updated by ThatInvaderGuy over 11 years ago

Never done this before, but I think I did this right. For these logs I used 3.5-471. It gave me an error when I tried to add attachment so I uploaded it here:
http://www.mediafire.com/?9rhsdjdd8ueasqf

Actions #5

Updated by JMC4789 over 11 years ago

I tried all the fifo logs, despite being pretty sure settings don't matter (you can change graphics back-ends and load the same fifo log) for when you recorded them, and on my computer they all look the same.

Actions #6

Updated by ThatInvaderGuy over 11 years ago

@JMC4789 What???? Did you try with Direct3D9 EFBtoRAM vs. EFBtoTexture Did you check to see if your ini was changing the settings?

It seems like everyone is having different results with this. I tested my IGP and got the same results. I honestly have no idea what is going on :/

Actions #7

Updated by JMC4789 over 11 years ago

You don't need to record multiple fifo-logs is what I mean. You can record one fifo-log, then before you load the fifo-log, change your backend/graphics settings to whatever you want and see the output from the same exact frames.

And yeah, I'm not exactly good at spotting bloom offset, I just wanted to report what I saw. I'd love for bloom offset to be fixed.

If you want to help me see it, get an extremely high res image from the Fifo-player on the same frame with and without the glitch, showing what settings fix it. That way, even blind people like me will be able to see it. Then, I can go into the fifo-log that you got the screenshot from, and see if I see the same thing, and agree/disagree.

Either way, thanks for the logs, and hopefully your issues get fixed!

Actions #8

Updated by ThatInvaderGuy over 11 years ago

Just updated my graphics driver and it is still happening :(

Actions #9

Updated by ThatInvaderGuy over 11 years ago

@JMC4789 Did you see these videos?
http://www.youtube.com/watch?v=hpSct7FXQtM
http://www.youtube.com/watch?v=a0tMN--yFxY

The difference isn't too obvious but if you play them side by side the difference is there nonetheless.

Actions #10

Updated by Billiard26 over 11 years ago

  • Issue type set to Bug
Actions #11

Updated by Autoran1 almost 11 years ago

  • Status changed from New to Accepted

The issue is still true for both GC and Wii versions and All backends, but here's the difference: in GC version it's more noticeable cause it goes EFB Scaled, if you turn EFB Scaled copy OFF, the issue will be blurred, but in Wii version this type of post effect goes unsceled no matter EFB Scaled Copy On/Off. besides the issue can also be found in other games like Metroid Prime 3 and Skyward Sword, Dead Space Extraction, and many others. sometimes it's more noticeable, sometimes less.
Here's the screens
Twilight Princess
Sclaled On
http://i.minus.com/i087DsHDLvsSb.png
http://i.minus.com/ibzbfxsy9IDTkO.png
http://i.minus.com/iLAreR9rvH83b.png
http://i.minus.com/ihHTgEy5Qx1k3.png
Scaled Off
http://i.minus.com/i5md2SLBj9p5M.png
http://i.minus.com/izi7lzISZjdjc.png
http://i.minus.com/iIeVo428YEqjc.png
http://i.minus.com/iEWRBe5hRixv8.png
Skyward Sword
Scaled On
http://i.minus.com/i4WymqktNomgK.png
Scaled Off
http://i.minus.com/ibkoXcQbdOg7GD.png
Metroid Prime 3
http://i.minus.com/iVJK1NtT6RROu.png
And here's Fifo logs if it helps
http://www.sendspace.com/file/c16p9e
I hope that tev_fixes_new branch will help this in some future

Actions #13

Updated by JMC4789 over 10 years ago

  • Status changed from Accepted to Fixed

Unable to reproduce the Bloom Offset in Mario Kart Wii and Twilight Princess.

Metroid Prime 3 does something else that is some kind of texture effect, and is not related. It seems a similar "glow" effect in Metroid Prime 1's Magmoor caverns looks similar, but I was unable to fix it with the same work around, unfortunately.

If you look at my screenshot (taken at 3x IR) and look at the window, there is a subtle glow at all angles. I showed it to the devs and compared to console and we feel that the emulator is now working properly. If there are bugs that are significant in the games bloom that I'm missing, please let me know.

https://dl.dropboxusercontent.com/u/484730/EFB2RAMTP.png

The behavior changed recently. I checked the offset by moving the camera to the edge of the screen on the window, and then turning off EFB Copies in order to view the "glow" without the light. Every single angle appeared correct on both D3D and OGL.

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