Emulator Issues #6594
closedD3D11 Texture Filtering always on
0%
Description
Game Name? Fire Emblem: Path of Radiance
Game ID? GFEE01
What went wrong? If D3D11 is selected, Texture Filtering is always on even if Force Texture Filtering is disabled.
What did you expect to happen instead? If D3D11 is selected, Texture Filtering isn't always on if Force Texture Filtering is disabled.
What steps will reproduce the problem?
- Load the game and play until a dialog appears. There will be odd lines on the faces of characters.
Dolphin 3.5 and Dolphin 3.5-367 are old versions of Dolphin that have
known issues and bugs. Have you tested with the latest version from
http://dolphin-emu.org/download ? Yes.
Which versions of Dolphin did you test on? Dolphin 3.5 build 2318
Which version of Dolphin used to work?
What are your PC specifications (example: Operating System, CPU and GPU)? Windows 7, Core i5 2500K, AMD Radeon HD 7870
64 or 32 bit Operating System? 32-bit
64 or 32 bit Dolphin? 32-bit
Any other relevant information (e.g. logs, screenshots, configuration
files)
This doesn't occur if D3D9 or OpenGL is selected.
Updated by NeoBrainX over 11 years ago
Screenshots? Fifo log?
https://wiki.dolphin-emu.org/index.php?title=FifoPlayer
Updated by bgtsetso over 11 years ago
I also confirm this. There are certain games that require this option in order to fix jagged edges on some textures and now I don't have to enable explicitely the option as it is present by default even though it is not checked. Such games are Resident Evil 0, 1, 2 and 3.
Updated by MayImilae over 11 years ago
- Status changed from New to Fixed
I'm very familiar with this issue, just never bothered to report it.
Skyward Sword, New Super Mario Brothers Wii, and Wii Sports Resort all have banding issues by default. The solution is Force Texture Filtering in OpenGL and D3D9. Yet in D3D11 you never have to turn it on... Because it's on already on and can't be turned off. You might remember me whining about how D3D11 fixed the banding in skyward sword long ago. This is why.
2D Virtual Console games are rendered in nearest neighbor. No real filtering at all. OpenGL and D3D9 both work this way. Turn on Force Texture Filtering and it blurs it up. D3D11? Always blurred, no solution.
Buuuuuuuuuuuuuuut it's already fixed. It was fixed at some point between 3.5-1681 and 3.5-1816. I need to narrow it down further, but real life is catching up to me. Here's the Fifolog if you want to test it.
https://dl.dropboxusercontent.com/u/519564/A%20Link%20to%20the%20Past.7z
Here's the test. Turn on "Use Fullscreen" (so it's easier to see) with a high IR, and run the fifolog above. Under default settings it will appear with nearest neighbor filtering. If Force Texture Filtering is on, then it will be blurred all to hell.
Updated by MayImilae over 11 years ago
For the reason that was outlined when it was changed?
Updated by kostamarino over 11 years ago
Anisotropic filtering is also a form of texture filtering. Set anisotropic to 1x in the graphic configuration to fix this.
Updated by xemnasdp over 11 years ago
I mean that in the current build it's not fixed. It might be fixed in an older build but currently it is an issue.
Thanks for the tip regarding AF. Does this mean if AF is set to 1x, texture filtering won't be forced?