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Super Mario Galaxy 2 HD Texture Mod
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Super Mario Galaxy 2 HD Texture Mod
06-18-2015, 02:31 AM (This post was last modified: 06-18-2015, 02:32 AM by Bighead.)
#41
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I can only assume most of the shimmering you were noticing was from non-mipmap textures. If you are using the DDS pack I linked above, then yes I included mipmaps for the textures that can use them, but even these can still shimmer if they are too big.

Not all textures can use mipmaps, only textures with "m" in the name. Dolphin will dump textures with this m, using my example before: tex1_128x128[color=#3366cc]_m_[/color]951d4c672173f470_14 can have several resolutions (layers) of the same texture that are displayed based on the camera depth. The farther away, the smaller the texture, the less "shimmer" you will notice because the texture is much less detailed. Because we are playing this game at a resolution it was never intended to be played at, textures that Nintendo deemed did not need mipmaps, could now benefit from them at PC resolutions. If a texture dumps without the "m", as in tex1_128x128_951d4c672173f470_14, it can't use mipmaps, which is a lot of mario galaxy environment textures.

I should reiterate what I mean by "Adding IR won't help here". You aren't defeating the shimmering for these textures by increasing the IR, they will still shimmer just as much. It just becomes much less noticeable because you're increasing how many pixels can be used in the down scaled result. Distant non-mipmap textures will still look too sharp, and when moving the camera they will still look glittery. Proper mipmaps gives a consistent and much better result, they just can't be used for all textures. A higher resolution monitor will somewhat defeat the problem, because there is less smooshing in the distance, but closer up will lose detail.

Also keep in mind mipmaps won't completely solve the problem (if it is an "m" texture) if the top layer is immense, which results in the next few layers also being immense, but way off in the distance it will look ok. Increasing the IR will greatly reduce shimmering in this case (but it will still be present), the more ideal solution would be slightly smaller textures/mipmaps. The main point I was trying to make is you can never completely eliminate it with non-mipmap textures (as you are visually still experiencing 20-40% of the shimmering u were seeing), so it's kind of a "deal with it" situation.

Sorry for the rant, I like to blab sometimes. All this makes me wonder if it's possible for a Dolphin feature to force a texture to use mipmaps.
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06-18-2015, 02:40 AM (This post was last modified: 06-18-2015, 02:44 AM by Khronikos.)
#42
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No that is fine very informative. So are you saying there will never be mip maps for these textures in the game that never had them, or that it is a time consuming process to get them in? I take it possibly never.

Either way like you said the downsampling seems to work wonders for me. Well, I guess if I put on my glasses it might be a little worse but definitely way better than IRx3 which for whatever reason made me want to turn off environment textures completely it was so distracting.

I am sure someday the use of 8xIR will make it look its best but for now heh I see aliasing and shimmering in just about everything, I'm definitely a graphics whore, but I can deal with a few small things here and there no problem.
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06-18-2015, 02:57 AM
#43
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(06-18-2015, 02:40 AM)Khronikos Wrote: So are you saying there will never be mip maps for these textures in the game that never had them, or that it is a time consuming process to get them in? I take it possibly never.
That is correct, Dolphin won't load mipmaps for textures unless the game uses them. Maybe some hack could be added to Dolphin to force loading mipmaps for non-[m] textures, but I don't know if it's even possible or if the devs would be willing to do it if it was.
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06-18-2015, 03:43 PM (This post was last modified: 06-18-2015, 03:51 PM by CDAMJC.)
#44
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Hmm...I was under the impression Ishiiruka used the built in mip maps. I will try to upload a pack the way I did with Super Mario galaxy one full size dds with built in mip maps so all textures get mip maps. I remember noticing when using png and ishiiruka there was a lot of shimmer but when using the dds and ishiiruka the shimmer was mostly gone.

Update:

I just did a little test and it appears the shimmer is removed on textures for which the game has mip maps but not removed for textures where there are no mip maps associated. So it looks like Ishiiruka can recognize what textures are supposed to have mip maps and rather than look for the smaller texture like regular Dolphin, it grabs the mip maps from the "built in" mip maps saved in the DDS intelligently. However it does not load the mip maps for textures that don't contain mip maps in the vanilla game. I think the mip maps built into the DDS files should work better for shimmer because they scale all the way down to the 1x1 level. So if the emulator reads them as a standard PC game would there should be no shimmer at any distance. Maybe this is too ideal I don't know for sure if Ishiiruka can do this yet.

So in other words for those textures that don't have mip maps associated with them in the vanilla game, even though I "built in" mip maps, they don't get used and you will see shimmer. That being said shimmer still is greatly reduced for me when using Ishiiruka build with the "built in" mip maps. So I will try to upload a full size DDS version with the built in mip maps just in case it helps some users with shimmer. I will attempt to do so with in the next week.

I haven't tried the pack from Bighead yet due to lack of free time so it's entirely possible that it's the exact same case, in which the mip maps remove a lot of the shimmer but not all due to some textures not using mip maps.

I will look more into the issue soon.

As you stated above Bighead, maybe the Ishiiruka devs can find a way to force Dolphin to use the mip maps built into the dds files in the future?
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06-18-2015, 04:50 PM
#45
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I'm not sure if Dolphin could be modified/hacked/whatever it takes to load mipmaps for textures that were never designed to use them. If so it would be awesome, either degasus or Tino would probably know whether or not it's at least possible. The DDS pack I posted I did not generate internal mipmaps, but did generate external DDS mipmaps in "PNG" fashion: mip1, mip2, mip3, etc. (in separate files) so they would work in both versions of Dolphin. When I upload packs there's generally opposition to me including just internal ("only works with ishiiruka"), or both ("wastes a bunch of storage"), so the route of compatibility where everyone can be happy. Would be nice if master branch could just use internal mipmaps. Anyway the situation is the same with either types, as in they won't have the sparkle effect. Worst case a work-around is not possible for non-mipmap textures, but in all honesty the effect isn't even that bad. I think this pack makes the game look incredible even with it.
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06-21-2015, 03:05 AM
#46
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Guys I noticed an issue with this texture pack, on Wild Glide Galaxy, the water is just white.

Texture pack ON:
   

Texture pack OFF:
   


Any idea how to fix this?
[Image: ldapou54a26.png]
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06-24-2015, 12:28 AM
#47
Amon1995 Offline
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Okay I finally sorted out the issue with the water.

In the "Particles Effect Clouds" folder theres a file called "tex1_256x256_m_123c307fab917b99_1.dds", which is causing the problem.

I deleted this file and now it works fine :')
[Image: ldapou54a26.png]
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06-29-2015, 08:31 PM
#48
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(06-24-2015, 12:28 AM)Amon1995 Wrote: Okay I finally sorted out the issue with the water.

In the "Particles Effect Clouds" folder theres a file called "tex1_256x256_m_123c307fab917b99_1.dds", which is causing the problem.

I deleted this file and now it works fine :')

I been playing this on IRx6 actual 4K with no problems. Pretty damn sweet.
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06-30-2015, 03:35 AM
#49
Amon1995 Offline
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Khronikos, is the water alright on your Wild Glide Galaxy? Mine was all messed up until I deleted that file.
[Image: ldapou54a26.png]
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06-30-2015, 05:17 AM
#50
wiipsychedelic
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This looks sweet thank you. Unfortunately I don't think my GT 740 is gonna cut it.
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