New version of USBloader GX turns off the flicker filter and framebuffer. Anyone tried it out yet along with this 480p switcher?
https://gbatemp.net/threads/wiiu-video-mode-changer.490721/page-2#post-9480282
New version of USBloader GX turns off the flicker filter and framebuffer. Anyone tried it out yet along with this 480p switcher?
https://gbatemp.net/threads/wiiu-video-mode-changer.490721/page-2#post-9480282
It's had deflicker filter settings since August 2021, but it went under the radar for a lot of people because I didn't upload my releases to GitHub and it didn't have the "official" label at the time.but this update's been out since January I think
That's the one I'm usingIt's had deflicker filter settings since August 2021, but it went under the radar for a lot of people because I didn't upload my releases to GitHub and it didn't have the "official" label at the time.
I'd recommend checking out the changelog, since a lot was added and fixed in r1280/r1281
Yeah not patching viWidth to match framebuffer but still patching out deflicker is my currently preferred solution as well, but if @blackb0x can figure out setting entirely custom widths as we do with Nintendont, that'd be pretty awesome, as we could set all games to use the exact same settings if we wanted, which is nice for our fancy consistent digital displays and such.Personally, I don't think this trade-off is worth it for most users*.
Yesterday, I did a write up of several things that affect the way the Wii's picture looks. It includes a section on the viWidth, which is the main thing being discussed in that video.
Summarizing, the Wii's picture is often stretched from its native internal resolution for good reasons: accounting for the pixel aspect ratio and filling up the screen better. This particular scale is done with 8× super-sampling. If I was a diving judge I'd give it a 9.5/10, it's a nice quality scale that has very little negative impact on the final picture, but a substantial positive one.
Ultimately, there's far more substantive things you can do to improve the Wii's image quality (switching to 4:3 and disabling the "deflicker" filter are the two main ones) rather than removing this step, which looks the nicest out of everything that happens to the Wii image and provides obvious benefits.
I'll also note that this video is a bit confused about aspect ratios, saying Resident Evil 4 isn't really widescreen and renders in 4:3. This is literally just how widescreen works on the Wii, like ... all the time. All widescreen games do that. The System Menu does that. It's called anamorphic widescreen and it's completely normal. It's why 4:3 looks a little bit sharper than widescreen: because it is (link to the same document as before).
I said "most users", the exceptions would be if you're performing video capture or using an external upscaler device with your Wii, like an OSSC. In pure picture quality terms, you're probably better off getting the pixels as "raw" as you can and correcting the aspect ratio later, but there is a convenience cost there.
Personally, I don't think this trade-off is worth it for most users*.
Yesterday, I did a write up of several things that affect the way the Wii's picture looks. It includes a section on the viWidth, which is the main thing being discussed in that video.
Summarizing, the Wii's picture is often stretched from its native internal resolution for good reasons: accounting for the pixel aspect ratio and filling up the screen better. This particular scale is done with 8× super-sampling. If I was a diving judge I'd give it a 9.5/10, it's a nice quality scale that has very little negative impact on the final picture, but a substantial positive one.
Ultimately, there's far more substantive things you can do to improve the Wii's image quality (switching to 4:3 and disabling the "deflicker" filter are the two main ones) rather than removing this step, which looks the nicest out of everything that happens to the Wii image and provides obvious benefits.
I'll also note that this video is a bit confused about aspect ratios, saying Resident Evil 4 isn't really widescreen and renders in 4:3. This is literally just how widescreen works on the Wii, like ... all the time. All widescreen games do that. The System Menu does that. It's called anamorphic widescreen and it's completely normal. It's why 4:3 looks a little bit sharper than widescreen: because it is (link to the same document as before).
I said "most users", the exceptions would be if you're performing video capture or using an external upscaler device with your Wii, like an OSSC. In pure picture quality terms, you're probably better off getting the pixels as "raw" as you can and correcting the aspect ratio later, but there is a convenience cost there.
I'm running the latest USB Loader GX on a vWii and everything seems to work perfectly fine, something about your setup is likely to blame, but it's tough to troubleshoot these issues over forum posts, unfortunately.Sorry for a long rant but I just got into modding wiiU yesterday since i saw this video for possibly trying out the deflicker method and USBLoaderGX is giving me loads of issues. It launches the games fine from disc (and with deflicker it looks amazing) but it freezes my WiiU on poweroff (or when trying to exit to home). It wont launch games from sd card too. I tried every possible fix i could find on the internet (switching “Return to” menus, different sd cards, different Ios installs and slots, loader settings, game settings, boot settings, loadergx versions). Seems nothing helps with vWii and nobody is using it for launching discs like i do, so maybe my issue is unique. Anyway it freezes my wiiU on game exit and its not even possible to shut it off by holding a power button for 20+ seconds. I have to unplug the power cord. I maybe did that 30 times trying to fix the issue. I am reluctant to use USBLoaderGX because i don’t wan’t to pull out a power cord everytime i want to quit the game.
Solution (maybe it will help somebody if they want to enjoy their original Wii disc games with better graphics through wiiU like i do):
I switched to WiiFlow Lite and it works flawlessly with no issues, launches games from sd and disc. It also has 480p pixel fix and deflicker + framebuffer thing. It looks identical to the USBLoaderGX deflicker. Possibly never looking back.
Interesting write up.
Have you looked into the DMCU on Wii U? From what I've read that is the key to getting the best image quality.
Personally I'd rather have a smaller picture that looks crisper, the filters @Sono made for the 3/DS make the image look amazing compared to Nintendo standard. Before it was a blurry mess and I hope this generates a similar leap.
This is interesting read, I am going to try it out to see if I notice any differencePersonally, I don't think this trade-off is worth it for most users*.
Yesterday, I did a write up of several things that affect the way the Wii's picture looks. It includes a section on the viWidth, which is the main thing being discussed in that video.
Summarizing, the Wii's picture is often stretched from its native internal resolution for good reasons: accounting for the pixel aspect ratio and filling up the screen better. This particular scale is done with 8× super-sampling. If I was a diving judge I'd give it a 9.5/10, it's a nice quality scale that has very little negative impact on the final picture, but a substantial positive one.
Ultimately, there's far more substantive things you can do to improve the Wii's image quality (switching to 4:3 and disabling the "deflicker" filter are the two main ones) rather than removing this step, which looks the nicest out of everything that happens to the Wii image and provides obvious benefits.
I'll also note that this video is a bit confused about aspect ratios, saying Resident Evil 4 isn't really widescreen and renders in 4:3. This is literally just how widescreen works on the Wii, like ... all the time. All widescreen games do that. The System Menu does that. It's called anamorphic widescreen and it's completely normal. It's why 4:3 looks a little bit sharper than widescreen: because it is (link to the same document as before).
I said "most users", the exceptions would be if you're performing video capture or using an external upscaler device with your Wii, like an OSSC. In pure picture quality terms, you're probably better off getting the pixels as "raw" as you can and correcting the aspect ratio later, but there is a convenience cost there.
The video width setting was added with GCVideo in mind, since that allows you to output only the visible area to give you a pixel perfect image. So without the hardware I wouldn't recommend using it.Personally, I don't think this trade-off is worth it for most users*.
If I can get it to work reliably for most games then I'll eventually add custom widths.Yeah not patching viWidth to match framebuffer but still patching out deflicker is my currently preferred solution as well, but if @blackb0x can figure out setting entirely custom widths as we do with Nintendont, that'd be pretty awesome, as we could set all games to use the exact same settings if we wanted, which is nice for our fancy consistent digital displays and such.
I already mentioned some of these things on another thread, but I have screenshots of this game uploaded, so may as well share in this thread that's specifically for this.Did some tests with my capture card using Framebuffer + Deflicker on vWii and I think vWii is still pretty bad overall, but this does make it significantly better at least.
I really wish someone could figure out the chroma shift problem with vWii.