I'm trying to get Sweetfx running on dolphin 4.0-1487 but the dxgi.dll won't load. I copied the correct 64bit dll files to the dolphin main folder. Anyone know how to fix this?
Thread Rating:
Sweetfx failed to load dxgi.dll
|
05-01-2014, 01:15 PM
IIRC, sweetfx doesn't work with 64-bit programs. Also, did you make sure that you were running the d3d backend?
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
05-01-2014, 10:30 PM
I think there might have been a beta or unofficial version that support 64-bit
05-04-2014, 04:29 PM
i dont see how it would work because the files and the core files to run the game are in completely different locations. it will work with pc games but not emulator games like this.
05-05-2014, 01:59 AM
No, people get it to work. It only has to inject into the application that's doing the rendering, which, in this case, is Dolphin.exe.
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
05-11-2014, 01:47 AM
It does in fact work, I've got Sweetfx running with a custom HD texture pack on Windwaker. It will only work with x86 versions of Dolphin and under D3D backend. All you have to do is exract Sweetfx files to where your Dolphin.exe is.
[color=#666666]MSI [/color][color=#ff9933]CX[/color][color=#666666]60[/color]
[color=#999999]i5-4200M @ 3.5Ghz [/color][color=#ff9933]turboboost[/color] [color=#666666]N[/color][color=#999999]vidia GT720[/color][color=#ff9933]M[/color] [color=#999999][color=#666666]1[/color] [/color][color=#ff9966]TB[/color] [color=#999999]HDD[/color] [color=#666666]Windows[/color] [color=#ff9933]8.1[/color] [color=#999999][color=#666666]Wii [/color]Pro Controller [/color][color=#ff9933]+[/color] [color=#999999]Mayflash adapter, Wii Mote [/color][color=#ff9933]x2[/color] 05-11-2014, 02:06 AM
I'd still rather use DolphinFX. NFAA is my favourite AA, and the bloom's blending is far better than with SweetFX. Even though it's more difficult to whip up some extremely specific colour correction with DolphinFX, and the default configuration is bland compared to SweetFX's default configuration, with proper configuration, you can get far better results from DolphinFX. If you don't believe me, I've taken long amounts of time working with the configuration of both, and consider myself somewhat of a talented configurator in this kind of thing, and I've found it easier and more expansive to configure DolphinFX for this stuff.
[/rant]
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
05-12-2014, 11:58 PM
I've tried DolphinFX but it looked too complicated for me, especially since I don't prefer to spend time tinkering with each setting as opposed to someone who knows what their doing to get it looking properly. I would like to see how you have it setup for comparison purposes and see if it's better than what I have, if it catches my eye than I would switch over. I'm using someone's version of the wiiu remake therefore everything is preset.
[color=#666666]MSI [/color][color=#ff9933]CX[/color][color=#666666]60[/color]
[color=#999999]i5-4200M @ 3.5Ghz [/color][color=#ff9933]turboboost[/color] [color=#666666]N[/color][color=#999999]vidia GT720[/color][color=#ff9933]M[/color] [color=#999999][color=#666666]1[/color] [/color][color=#ff9966]TB[/color] [color=#999999]HDD[/color] [color=#666666]Windows[/color] [color=#ff9933]8.1[/color] [color=#999999][color=#666666]Wii [/color]Pro Controller [/color][color=#ff9933]+[/color] [color=#999999]Mayflash adapter, Wii Mote [/color][color=#ff9933]x2[/color] 05-13-2014, 03:40 AM
(This post was last modified: 05-13-2014, 04:39 AM by kinkinkijkin.)
Well, I'll tell you in steps, because I'm not entirely sure about posting the shader file or part of the shader file.
NFAA_PASS, BLENDED_BLOOM, SCENE_TONEMAPPING, and TEXTURE_SHARPENING are all 1, everything else is 0. NFAA: For my tried-and-true settings (instead of my current experimentation), I have strength at 0.95, spread at 3.5, and everything after that off. BLOOM: BlendOverlay, BloomPower 0.900 (currently, but that's really weak bloom. if you want strong bloom, do something like 1.5), BlendPower 0.750 (because, any higher with BlendOverlay, and things get really puke-green), BloomSpread 3.500, BloomMixType 3. TONEMAP: I didn't really play around with this one yet, but, in order (I'm getting lazy now), the numbers are 1, 2.10, 1.10, 1.00, 1.00, 1.00, 1.10, 0.90. SHARPEN: 2, 0.30, 0.010, 1.35, 0. This is for a look that is very similar to the stock game, but slightly enhanced. I enjoy what the game looks like by default, and do not wish to depart from that look, so I'm sorry if you don't like this over WWHD like I do. I could easily make it look exaggerated like WWHD, but I don't like how WWHD looks. EDIT: Might do you good to ignore the bloom bit, I was just playing around with it now and found some quirks with it that can negatively affect the quality of the game in a way that's not expected by most people, and said quirks affect that exact configuration. By quirks, I mean that the blending needs to be configured very well or you will see line artifacts around things that bloom.
in a perfect world we would all be piles of sand with no ability to form coherent bodies of body
|
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)