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Emulator Issues #9125

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Xenoblade - Incorrect Upscaled Lighting Effects

Added by Bighead.0 almost 9 years ago. Updated almost 7 years ago.

Status:
New
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

Game Name?

Xenoblade Chronicles - Any Region

What's the problem? Describe what went wrong.

I've known about this for years, but never reported it because I wasn't sure if it was a legit bug or not. I always just assumed OpenGL was more accurate than D3D and that was why there was a difference between the two. But now there is no way to get the correct effect, hence this issue report.

Some lighting effects are improperly upscaled, which used to look fine in OpenGL using EFB to RAM, but no longer looks correct since v4.0-7620. Xenoblade requires "Scaled EFB Copy" for higher IRs to have any effect. The lighting effects in question apply to:

  • Ether deposits
  • Lighting in High Entia Tomb
  • Monado III lighting
  • Cave exit lighting

These effects always looked incorrect in D3D, but could look correct with OpenGL and EFB to RAM. The PR that unified the EFB copy implementations also broke this in OpenGL.

What steps will reproduce the problem?

Just find any area/object with these lighting effects.

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

v4.0-7614 - The effect looks correct using OpenGL and EFB to RAM. D3D has always looked bad.
v4.0-7620 - The effect always looks bad no matter what backend/settings are used.

**Is there any other relevant information? (e.g. logs, screenshots,
Correct - [[http://i.imgur.com/ZhE6FLy.jpg]]
Broken - [[http://i.imgur.com/Rbkkpnn.jpg]]


Files

8xIR - SX4E01-1.jpg (320 KB) 8xIR - SX4E01-1.jpg ofunniku, 12/05/2015 04:06 PM
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