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Old November 30th, 2009, 14:11   #1
Djipi
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Zelda ind Waker and the Blur option

Hello ,

Since a option was added to dolphin , wind waker look like that :

Is there a way to remove this efect because , now, wind waker is very horrible , before that option , WW look nearly perfect?
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Old November 30th, 2009, 21:20   #2
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I thought that is what Anisoptropic filtering was for...? Or is this a non-related issue. I too have this issue, but I don't have the resources to enable anifilters.
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Old December 2nd, 2009, 02:29   #3
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Hmm, seems like DoF blur is now working, but not as it should. Hope we can turn it off since it ruins HD rendering.
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Old December 2nd, 2009, 13:14   #4
Layer0730
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I was able to remove it by using the Zelda TP bloom hack using the OGL plugin. However there are minor graphical issues - such as The King of Red Lions on the title screen. There may be other issues but I didn't play to0 much to see them.
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Old December 2nd, 2009, 13:26   #5
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It's probably working as it would do on the real HW, the game was never designed to be shown in High definition.
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Old December 2nd, 2009, 15:21   #6
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Quote:
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It's probably working as it would do on the real HW, the game was never designed to be shown in High definition.
Dear,
I think you are wrong. this problem came out a few releases ago (I play and finish that game with hi res graphics. don't remember the exact SVN i use....). The same problem is for me in chocobo dungeon but the stange thing is that some gameplay is in hi res and some other is in low res. For example if you use SVN 1431 chocobo dungeon is quite perfect (OK, OK, sometimes the graphics disappear.....) but is playable. using SVN 4530 we have some major graphics missing but if you go ingame you can (not real because the commands are not shown....) play it(at least you can move...........) (I play at 1280X1024) with a hi res graph. I'm not sure the exact SVN because I stop play that game long ago but I think is in the last 100 releases that the problem can be found.
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Old December 2nd, 2009, 16:54   #7
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I also play this game, it's one of my favourites and I see what you are referring to, as i play at 1920x1200. You miss my point. Im saying on the real HW there may be some blurring effect to objects closer to the front of the screen. In the older revision, this graphic effect was not working/implemented into the emulator, and now it is, and extrememly noticable due to the high Definition that this game was not intended to be displayed at. Of course this is just a thought i had and i could be wrong. It may just be a graphic error.
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Old December 2nd, 2009, 18:20   #8
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The DOF blur is not perfectly accurate yet in the emulator. It has gotten much better in recent revisions though.
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Old December 5th, 2009, 00:30   #9
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I have solved this problem , you must disable EFB Copy and the graph will return to hires res ^^

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Old December 5th, 2009, 02:16   #10
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The blur effect looks horrible unless you use anti-aliasing. It should be disabled by default, IMO.
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Old December 5th, 2009, 07:54   #11
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even with AA it makes it worse. so blurry it almost hurts the eyes.
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Old December 5th, 2009, 09:16   #12
Kupfel
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almost? it quite successfully hurt mine !

I'm simply using an old Rev. Blur was implemented in r4480 so any rev before that will do.

As Djipi said you can also disable EFB Copy but I don't know if that will break other effects besides the DoF blur
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Old December 6th, 2009, 08:14   #13
sleekgeek
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disable efb results in random ghost images with AA enabled and sometimes the screen will just go black. my only solution was to reload a save state. the plus side I noticed was the frame rate didn't drop as much.
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Old March 2nd, 2010, 18:25   #14
Raisonbran648
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as Layer0730 stated, the Zelda Twilight Princess Bloom Hack will correct the blurring, while still rendering in EFB. This means the game will look great, and have no graphical problems as when it is disabled (heat waves at the dragon roost"



I'm running the latest svn build of dolphin, and the game runs flawlessly (Pal version). The only problem I have is the music in cinematic's likes to jump around until it reaches the end, where it proceeds to reply the last second of the music clip repetitively until the cinematic is over.
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