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Emulator Issues #6788

closed

Xenoblade Missing Effects in OpenGL with Auto internal resolution

Added by MayImilae over 10 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
Category:
GFX
% 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

Xenoblade Chronicles (SX4E01) is missing various minor effects in OpenGL, apparently EFB related. I kind of feel bad about reporting this one, since D3D has various weird stuttering issues and OpenGL is the only one that gives good performance. Apparently this is why >_<. The effects known to be missing are:

*A desaturation effect (opening cinematic, monado visions)
*blur blast when using the monado buster weapon and possibly other uber moves
*blur blasts in the opening cinematic when the mechonis' and bionis' swords clash (seems fancier than the one in game)
*edge of the screen blurring during monado visions

I tried a bunch of different settings and I was unable to get the effects to appear in OpenGL. D3D (and the extinct D3D9) is able to render the effect, as well as software. Just to make sure I tried it on my wii: the effects are definitely supposed to be there.

Here is a Monado vision screenshot and fifo set. It combines blurring and desaturation, pretty much giving an all in one resource for this bug.

Direct3D (correct) - http://img713.imageshack.us/img713/6017/na9k.png
OpenGL (wrong) - http://img600.imageshack.us/img600/6554/2oll.png
Fifolog (5 frames) - http://www.mediafire.com/download/w6e5a1bfnbjk7ql/XenobladeMonadoFifo.7z

To reproduce, use the fifolog above, or make a new game and watch the opening cinematic. The opening cinematic battle between the Bionis and the Mechonis uses a desaturation effect throughout, so the Mechonis's (the dark one) eyes are supposed to be faded in the cinematic, but appear bright red in OpenGL. Furthermore, whenever the Mechonis and Bionis's swords hit, in D3D it sends a rippling blur effect out from the impact point which is missing from OpenGL.

Tested on revisions:
3.5 win64 - OpenGL broken, D3D fine
4.0-88 win64 - OpenGL broken, D3D fine
4.0-265 win64 - OpenGL broken, D3D fine
4.0-307 win64 - OpenGL broken, D3D fine

Tested on system:
Core i5 3570K @ 4.7ghz
Nvidia GTX 760
Windows 7 x64

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