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Breath of the Wild #137

Closed
2 tasks done
ActualMandM opened this issue Nov 19, 2017 · 14 comments
Closed
2 tasks done

Breath of the Wild #137

ActualMandM opened this issue Nov 19, 2017 · 14 comments
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shader Use this if the issue/PR relates to shaders in any sort of way.

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@ActualMandM
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ActualMandM commented Nov 19, 2017

Main:

  • In certain cinematics the depth of field is completely black when format 0x816 is excluded (320x180)
  • Bloom becomes all pixelated and randomly disappears when format 0x816 is upscaled (320x180)
  • So called "red filter" missing in certain areas (320x180)
  • Fix shadow upscaling
  • Update packs to support v1.4.0 (DLC 2 update)

Optional:

  • Fix the teleport animation (Cemu 1.11.2 fixed it)
  • Figure out how to fix AMD circle lights (Nesquick found the file... now we need someone with AMD to fix)
  • Fix tiling issue, since apparently a NVIDIA Inspector setting edit doesn't fix it completely (shader)
  • Fix the majority of the Z-fighting, if possible (Cemu issue)

Large Old Thread (closed due to being too long) which has lots of useful information to learn from: #38

Before reporting any graphical issues, please check the BotW specific GFX FAQ from this repository: Breath of the Wild FAQ

@ActualMandM ActualMandM added the shader Use this if the issue/PR relates to shaders in any sort of way. label Nov 19, 2017
@ActualMandM ActualMandM changed the title Breath of the Wild [ALZ#01] Breath of the Wild Nov 19, 2017
@Darth-Cthoras
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Darth-Cthoras commented Nov 21, 2017

Can confirm light circle AMD issue at least partially fixed as of the 407 release of graphic pack on AMD RX 480 in 1.3.3. No longer a problem, as seen in Gerudo Village which was full of light circles up until the 407 release with its Light Circle fix.

@DaRkL3AD3R
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Is it possible through shaders to tweak the transparency effect on tree leaves such that instead of going see-through, they instead transition to completely invisible? Take a look at this screenshot: https://i.imgur.com/HV2fwFN.png

When you climb a tree using higher resolution graphics packs, this effect causes the GPU usage to skyrocket making my 1080 Ti get fully loaded and drop frames. This effect is rather poorly designed since any time you have a transparent object taking up this many pixels, you are destined to overload your GPU. This is even present on the actual WiiU where getting these transparent leaves causes frames to plummet in heavy foliage areas where the GPU is already being taxed heavily before the transparent leaves cause overdraw.

It would be nice to force the shader down to full transparency as it would alleviate a significant GPU burden in a way that honestly should have been the default behavior. Nintendo even did this with particle effects like at the bottom of waterfalls where if the camera is too close to the effect, it stops rendering it altogether to avoid this exact situation. Seems odd they ignored it for trees.

@vacodoceo
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Any ideas or fix for this? https://imgur.com/a/fY63v

Im running it with the latest grapic packs and cemu 1.11.1, on a rx 470

@Darth-Cthoras
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Darth-Cthoras commented Dec 6, 2017

@vacodoceo What precisely is the issue? I'm not seeing anything wrong here. Unless you mean the colours being reflected off the water, the skittles area of it. That's a Cemu issue, not a problem on your end. Still no fix for skittles textures, afaik.

@vacodoceo
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Oh, i didnt know that.

Thanks

@Darth-Cthoras
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@vacodoceo In the future, you can find fixes for some issues here: https://slashiee.github.io/cemu_graphic_packs/botw

@SeRoM
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SeRoM commented Dec 11, 2017

light / reflection problem visible only from the vah ruta dungeon.
The behavior is the same with fire / ice weapons.
I have first suspect RefExtra, but I see the fault activated or not.
Do you have an idea ?

Ps: It's huge how RefExtra improves the visual. I did not realize it ... Thank you very much for your work!

desktop screenshot 2017 12 11 - 20 45 37 86
desktop screenshot 2017 12 11 - 20 45 51 34
cemu screenshot 2017 12 11 - 20 45 59 49

@DaRkL3AD3R
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Any word on what's currently broken with 1.4.0 still? It seems resolution pack is solid, but Contrasty is still outdated.

@Darth-Cthoras
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For the record, AMD Light Circle needs an update to 1.4.0 - Cypher technically made one, but it's not really fit for public use as it's very imperfect and buggy.

@mindtrip11
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mindtrip11 commented Dec 13, 2017

any fix for something like this? used all graphic mods. nothing worked. its version 1.4.0 while 1.3.3 was working great...update drivers also. I got that black shadow everywhere around me , a bit far away but totaly visable.... . goes away when i move but its like i am on a circle of good graphic. and after that only black ground... usualy trees and mountains (rocks, etc) can be seen, but ground area is black...
https://imgur.com/a/wDDlg
https://imgur.com/a/MJAK5
specs.
Processor: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.6GHz
Memory: 16384MB RAM
Available OS Memory: 16368MB RAM
Page File: 14651MB used, 4659MB available
DirectX Version: DirectX 12
Chip type: GeForce GTX 480
Display Memory: 9671 MB
Dedicated Memory: 1488 MB
Shared Memory: 8183 MB

@Crementif
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That GPU looks quite old, not sure if it has the latest OpenGL drivers. Could you check the log.txt from your Cemu folder and tell us what OpenGL version it's running at. And are you sure this happens on native resolution, because if it does, it wouldn't be a graphic pack issue per se.

@NAVras-Y
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NAVras-Y commented Jan 10, 2018

99b917d7030d3c58_0000000000001e49_ps.txt
heatwave, avoid mip by changing bias in line 88 (probably also doable with 'overwritelodbias'),
so it won't have artifact when half-res is upscaled.
waving effect is there however blur is gone, 'cause mip is 2x smaller maybe?
https://i.imgur.com/HrlGTZ4.png

@Crementif
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Crementif commented Apr 10, 2018

I've now made a workaround for the blocky artifacts issue which I doubt could be fixed completely as we'd need to rewrite how the screen space reflection is coded. On the Wii U and Switch this screen space method works but on pc/Nvidia causes issues. That's atleast what I could gather/guess. The current workaround has the transition issue but fixes the issue completely. Don't know if it's possible to 'fix' this.

@ActualMandM
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At this point it seems like most issues are fixed... Finally.

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