Tuesday 8 October 2013

The Legend of Zelda: Skyward Sword - Part #8

Spoiler Warning: I will not be censoring or hiding content irrespective of how far into the game said content is. If you haven't played the game and do not want to be spoiled, bail out now.

Shots were taken at 3x native (1920x1585) with 16xQ CSAA and 16x anisotropic filtering.

Click for full 1080p resolution.

Part #1 Part #2 Part #3 Part #4 Part #5 Part #6 Part #7

Friday 4 October 2013

The Legend of Zelda: Skyward Sword - Part #7

Spoiler Warning: I will not be censoring or hiding content irrespective of how far into the game said content is. If you haven't played the game and do not want to be spoiled, bail out now.

Continuing my playthrough of The Legend of Zelda: Skyward Sword on Dolphin. Shots were taken under the OpenGL backend renderer, a change from DX9. OpenGL is necessary to make your way through the spirit realm trials without crashes, and to my surprise it comes with an added bonus: very impressive anti-aliasing with none of the colour and bloom issues. Performance is marginally less than DX9, but this isn't an issue, as overall OpenGL + AA is by far the most visually consistent and well performing way to play the game. So, these shots were taken at 3x native (1920x1585) with 16xQ CSAA an 16x anisotropic filtering.

Click for full 1080p resolution.

Part #1 Part #2 Part #3 Part #4 Part #5 Part #6

Wednesday 2 October 2013

The Legend of Zelda: Skyward Sword - Part #6

Spoiler Warning: I will not be censoring or hiding content irrespective of how far into the game said content is. If you haven't played the game and do not want to be spoiled, bail out now.

Continuing my playthrough of The Legend of Zelda: Skyward Sword on Dolphin. Shots were taken at 3x native resolution (1920x1584), 4x SSAA, and 16x Anisotropic Filtering.

Click for full 1080p resolution.

Part #1 Part #2 Part #3 Part #4 Part #5