The edge uses juuuust the top of the mountain/canyon texture, and stretches it incredibly, causing it to look so low res. A good example is the edge of Believer's Paradise, in Bionis' Leg. This is a shame, since the reason texture quality looks incredibly ugly at times, is because the texture is used badly.
![xenoblade chronicles x graphics pack xenoblade chronicles x graphics pack](https://image.ibb.co/iunutz/XCXCEV2.jpg)
Only SSAA greatly reduced it, with 9XSSAA getting rid of it almost completely. I have, and they didn't help in any way as far as the jittering goes.
![xenoblade chronicles x graphics pack xenoblade chronicles x graphics pack](https://user-images.githubusercontent.com/25286924/35236641-4ca236bc-ffa8-11e7-88c9-eed7677040a4.png)
Hopefully this is something that can be fixed eventually. This is kinda the reason I rarely go over 4X the original size, actually This could be a Dolphin thing, or maybe an issue with replacing the games' textures to a resolution they were never intended to be. With these, I noticed that If I went above 1024X1024 (4X the original) this jittering would start happening and I'd have to resort to SSAA as a workaround. As an example, over time I've made tons of textures for the game Gotcha Force (It has no palletted textures, I must be dreaming!), which include terrain and environment ones. It's not a Xenoblade specific thing either, though this game may be affected by this more than others. I'm talking about headache-inducing stuff here! Slightly related to this, I have noticed that high res environment textures look incredibly jittery When moving around, unless massive amounts of AA is applied (which my poor GTX 650 heavily disagrees with) to the image. In general, textures have always looked better to me with that backend, for whatever reason. The best result I've gotten is to use 1x native and 9XSSAA with the D3D9 backend. I have to agree though, that Dolphin doesn't seem to have the best scaling for this stuff. Just as low resolution images look bad blown up, there gets to a point that high res (Especially these ones, which at 4X the original size would basically be UHD) are going to look bad at lower res. I'm assuming this is something that can't be helped. I don't even know if everything I just said made any sense LOL. I'm just throwing out wild guesses and assumptions here, from a programming perspective I have no clue how possible any of it is or what could be done. As far as I know Dolphin just knows to load a texture by its hash, and nothing beyond that. And with PNG if Dolphin started using mipmaps for static textures like portraits in xenoblade, it seems like it would be confusing for textures that actually do use mipmaps (1x IR, dolphin says load mip4, so that bush close up starts at mip4, but would it mess up when it gets far away?). DDS images can store several images, but Dolphin may not always support DDS and they are a drop in quality from PNG. The issue with mipmaps is that it seems like it would get complex for PNG images. It's hard to say whether or not the devs would alter Dolphin in a way to render 2 different resolutions at once (one for the game at IR, and one for like a texture overlay).
![xenoblade chronicles x graphics pack xenoblade chronicles x graphics pack](https://i.ebayimg.com/images/g/DcsAAOSwj81hYqut/s-l225.jpg)
![xenoblade chronicles x graphics pack xenoblade chronicles x graphics pack](https://pm1.narvii.com/6859/0feff4277941102bd5496573560c473400981ca4v2_hq.jpg)
PNG images that dump with mipmaps usually end with like _mip#, so you'll get a texture that dumps as: Now you have me curious, I may have to test this, but my guess is Dolphin will most likely select the largest image.Įdit: Nope, still looks blotchy at 1x IR even with mipmaps, I don't think Dolphin utilizes them, only if the game used them on certain textures (like a bush in the distance). The DDS versions in this pack do have mips built into them, but I never tested to see if the smaller images are selected when dropping the IR.