I wish we could have a way to just have support for .svg texture that would get converted to the desire resolution on the fly. That would be so awesome, also that would mean that texture pack would be future proof too, as texture would be super sharp on 4K 5K and 8K screen down the line.
How to Install Texture Packs / Custom Textures Info
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03-09-2017, 05:30 AM
(03-08-2017, 01:22 AM)QuailStudio Wrote: I wish we could have a way to just have support for .svg texture that would get converted to the desire resolution on the fly. That would be so awesome, also that would mean that texture pack would be future proof too, as texture would be super sharp on 4K 5K and 8K screen down the line. SVGs couldn't be used for most textures in most games. 4K and 5K is not the future. Implementing this would require possibly hours of render time depending on the output size of such a pack. Also what would decide how big the textures should be? An algorithm? That would require the computer to know what size the textures would appear in the game. You would have to make a custom svg format just for Dolphin that could specify how many times the file should be enlarged compared to the desired screen size. 03-20-2017, 10:48 PM
Hey qashto,
of course SVGs can not be used for all type of textures but it definitely can be used on most textures especially in colorful Nintendo games. but there is no need to explain that to you as @MeleeHD already pointed that to @Tino (the developer of Ishiiruka-Dolphin Custom Version) here is the link if you want to read it and understand why .svg texture would be great. https://forums.dolphin-emu.org/Thread-un...n?page=333 also you are quite right 4K and 5K is not the future anymore it's already the present so it seems like 8K and beyond is the future. obviously I am not a developer but if you follow the thread of the link above that's what @Tino replied to @MeleeHD " I have no problem supporting SVG as a source, to make it work i can rasterize the texture at load time using the efb scale to calculate the optimal size. if you find a opensource implementation I will have no problem merging it. " so there you go !! please go check out the thread, it's very informative. 05-05-2017, 02:01 AM
I have updated the first post with more/new information, revised the information that was there, and changed the formatting a bit. If anyone finds anything that is inaccurate, please let me know and I'll fix it!
Looks good, but
> GPU Texture Decoding - Decode textures with GPU instead of CPU. May increase performance when CPU is the bottleneck. Found on Graphics\Hacks tab. is unrelated to custom textures. Custom textures aren't decoded on the GPU at all - this option only affects textures not overwritten by a texture pack. 05-09-2017, 11:43 PM
Thanks for the correction, I thought it was the reverse. Since it has nothing to do with custom textures I removed that part.
05-31-2017, 03:19 AM
Hi is there a quick start to convert PNGs into suitable i.e. smaller .DDS files? As on default settings it converts the PNGs to DXT1 files that are larger than the original PNGs. Thanks
Specs:
i7 2600k o/c @ 4.5ghz 20GB Corsair Vengeance 1600hz RAM 6GB GTX 1060 Windows 10 05-31-2017, 05:13 AM
My script here can convert textures if you are on windows: https://forums.dolphin-emu.org/Thread-un...l-ps-v23-2
It's not uncommon for DDS file sizes to be larger than most other image formats on disk, and there is no way to reduce their file size (its mostly fixed depending on dimensions and block compression type). This will not affect their speed in Dolphin, DDS will always outperform other image formats. 06-01-2017, 02:35 AM
Thank you. I assumed larger file went slower performance. Many thanks dude
Specs:
i7 2600k o/c @ 4.5ghz 20GB Corsair Vengeance 1600hz RAM 6GB GTX 1060 Windows 10 06-01-2017, 03:12 AM
@bighead Thanks so much man, went for 56 second prefetch to 0.9 and no micro stutters anymore! You're a star.
Specs:
i7 2600k o/c @ 4.5ghz 20GB Corsair Vengeance 1600hz RAM 6GB GTX 1060 Windows 10 |
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