Emulator Issues #8875
closedAnisotropic Filtering is filtering the "Press Start" and Nintendo copyright notices in the Animal Crossing title screen.
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Description
Game Name?
Animal Crossing
Game ID?
GAFE01
What's the problem? Describe what went wrong in few words.
AF is filtering the "Press Start" and Nintendo copyright notice textures in the title screen.
What did you expect to happen instead?
For them not to be filtered by Anisotropic Filtering.
What steps will reproduce the problem?
- Boot Animal Crossing
- Wait for it to get to the title screen
- Profit
Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have
known issues and bugs, so don't report issues about them and test the
latest Dolphin version first.
Which versions of Dolphin did you test on?
4.0-6887
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?
Doubt older versions would fix this.
What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
Windows 8.1 Pro x64
Intel Core i5-4670K @ 4.1 GHz
Sapphire HD 7950 w/Boost @ 1000 MHz
8GB of DDR-1600 RAM
Crucial 120GB SSD
Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
AFx1 - http://i.imgur.com/tXGvOQC.png
AFx16 - http://i.imgur.com/4OEpnu6.png
Updated by Anonymous over 9 years ago
AF makes it look weird, but it's just doing what it's supposed to. If you play any 2D sprite-based fighter and turn on AF, the effects are very noticeable - the fighters tend to have horizontal and vertical lines running through them, like the Nintendo copyright here.
Updated by karasuhebi over 9 years ago
AF shouldn't be doing that. It's my understanding that AF should be filtering textures that are at an angle from the camera, usually textures down the road from the player, for example. I just tested with Four Swords Adventures to see if AF had any effect and it doesn't. So it seems to be working properly in some cases (I'd venture to say 'most cases') but in others cases it's filtering textures it's not supposed to be filtering.
Updated by Anonymous over 9 years ago
The problem may be that the textures are stored by the game as separate pieces, which it throws together to get the full picture, especially for large textures. Here's a good example:
AFx1 - http://i.imgur.com/cgh5ukX.jpg
AFx16 - http://i.imgur.com/i2xBmwY.jpg
With AFx16, you'll be able to notice how the background is stored as 4 "quarters", but has the side-effect of making the text's shadows thicker. The pants at the top right is just the developer being super lazy.
Updated by karasuhebi over 9 years ago
My problem with this is, why is AF affecting these at all? They are not textures that need to be filtered by AF.
Updated by MayImilae over 9 years ago
- Status changed from New to Questionable
Did you test in D3D and OpenGL?
Updated by karasuhebi over 9 years ago
Sorry I totally forgot to reply to this. It only happens on the D3D backend, not on the OGL one.
Updated by pauldacheez about 9 years ago
- Status changed from Questionable to Invalid
This is an API limitation with D3D, IIRC – any level of AF past 1x will filter all textures just like if you checked "Force Texture Filtering". This has been pointed out in the descriptions of both options for almost a year now. https://github.com/dolphin-emu/dolphin/pull/1260/files#diff-39ba00c1eb8ac062f9ee51dad8ad9314R116
Updated by karasuhebi about 9 years ago
There must be a way around this. PCSX2 seems to be accomplishing it just fine. Here I have screenshots of AF and forced texture filtering working separately in the D3D11 renderer:
http://imgur.com/a/Dq1D1