Emulator Issues #9942
Wii VC Ocarina of Time - EFB to RAM isn't enabled in the .ini
Zelda: Ocarina of Time
What's the problem? Describe what went wrong.
Default graphical settings for Virtual Console Ocarina of Time results in graphical glitches in the game's menu.
What steps will reproduce the problem?
Run default settings, open menu, go to page with Link on it(sword/shield/tunic/boots equip screen), notice he is missing.
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?
What are your PC specifications? (CPU, GPU, Operating System, more)
2500k, GTX 970, Win10, 32GB RAM
Is there any other relevant information? (e.g. logs, screenshots,
Default Config Fails to show Link in menu screens, but with Disable Store EFB Copies to Texture Only or the Software Renderer, he appears correctly. Could not find any setting that fixed the black lines between textures in the menu.
#8 Updated by Ecksters over 4 years ago
Look closely at the top left of the medallions spot, you'll see the graphical glitch most clearly there. Happens in most of the emulators, but I'd have to test it in VC to see if that's an inherent glitch, I don't believe it is though.
Here I've outlined the actual glitches, they exist in both GC and VC versions(also, both versions don't have Copy to RAM by default):
#9 Updated by Ecksters over 4 years ago
Okay, I tested it on console, it's harder to see, but the pixel seam is apparently still there, I think the real issue is that VC should technically be using internal resolutions with multiples of 240i for VC, and 480i for GC, but instead Dolphin assumes it should use normal GC/Wii resolutions.
Is there a way to fix this with the config?
Here's how they look on console(VC):
#11 Updated by pauldacheez over 4 years ago
- Status changed from New to Working as intended
It's not a matter of internal resolution, unfortunately (and we handle cases like that anyway if you have XFB enabled). The lines between textures are a result of the N64 using three samples for texture filtering (as opposed to the four samples other GPUs commonly use) and the VC emulator not emulating that difference, presumably because there's no way to do so on Flipper/Hollywood.
This bug existed on pretty much every N64 video plugin/backend up until all the fancy new pixel-accurate and still-HLE-but-not-nearly-as-shitty plugins started popping up: http://emulation.gametechwiki.com/index.php/Nintendo_64_emulators#Texture_filtering
#14 Updated by pauldacheez over 4 years ago
- Subject changed from VC Ocarina of Time - Graphical glitches to Wii VC Ocarina of Time - EFB to RAM isn't enabled in the .ini
- Status changed from Working as intended to Accepted
- Easy changed from No to Yes
You need EFB to RAM for that screen to display properly. It's already enabled in the GameINI for the Master Quest disc, but no one has done it yet for the VC version.
Oh, whoops. Guess that's what I get for not reading the whole thread before commenting.
#16 Updated by JosJuice over 4 years ago
- Status changed from Accepted to Fixed
- Fixed in set to 5.0-1819