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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
04-26-2015, 10:20 AM
#2,091
IceStrike256 Offline
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Just wanted to chime in and say awesome work Tino your build works great on a surface pro 3!
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04-26-2015, 12:41 PM (This post was last modified: 04-26-2015, 12:43 PM by Panchito.)
#2,092
Panchito Offline
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Greetings.

I registered just to make this post. First let me say thanks for your work on Ishiiruka, the added features make a difference and perhaps some day some will be included in the main branch. Starting from two versions ago (just downloaded 343) I started getting shader related warning messages when attempting to use DolphinFX. Unfortunately I no longer have the last version that worked without problems but I can verify the least official svn works just fine using DolphinFX.

[Image: 2ivnryw.jpg]


I'm unsure on how to upload or paste long text files here so I uploaded bad_ps_0000.txt to pastebin

http://pastebin.com/urbwu4k8


My system specs should be viewable in my profile as I was asked to fill them in to register, this happens when using DolphinFX, in both OpenGL and D3D11 modes, I don't use D3D9 and as I already said, this problem does not happen with the main branch of Dolphin.

Thanks your time and awesome work Tino.
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04-28-2015, 12:12 PM (This post was last modified: 04-28-2015, 12:14 PM by ZeldaGamer23.)
#2,093
ZeldaGamer23 Offline
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Hi, Tino Smile

Well when I try to use the DoF shader/effect, I keep getting this message.

[Image: 4ba13f60cc930c38b729168db80d8664.png]

Here's the dump file.

https://www.dropbox.com/s/jie94thi1eilcf0/bad_ps_0000.txt?dl=0
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04-28-2015, 12:46 PM (This post was last modified: 04-28-2015, 12:51 PM by rlaugh0095.)
#2,094
rlaugh0095 Offline
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Im having the same problem as zeldagamer. :3[Image: 0b55fbf150.png]

http://www.mediafire.com/view/83n8p7n74b4jobd/bad_ps_0003.txt
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04-28-2015, 12:52 PM
#2,095
rlaugh0095 Offline
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(04-28-2015, 12:12 PM)ZeldaGamer23 Wrote: Hi, Tino Smile

Well when I try to use the DoF shader/effect, I keep getting this message.

[Image: 4ba13f60cc930c38b729168db80d8664.png]

Here's the dump file.

https://www.dropbox.com/s/jie94thi1eilcf0/bad_ps_0000.txt?dl=0
Oh wow, another Clannad fan. Big Grin
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04-28-2015, 01:14 PM
#2,096
ZeldaGamer23 Offline
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Not really a fan. It's more like... my favorite anime. No, it's not because my name is Tomoya, but because it's a good anime Smile

Example of fan, to me: how I am to Zelda. I am a true FAN of the Zelda series. I'm not a fan of anything, but Zelda, really.
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04-28-2015, 01:24 PM
#2,097
rlaugh0095 Offline
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(04-28-2015, 01:14 PM)ZeldaGamer23 Wrote: Not really a fan. It's more like... my favorite anime. No, it's not because my name is Tomoya, but because it's a good anime Smile

Example of fan, to me: how I am to Zelda. I am a true FAN of the Zelda series. I'm not a fan of anything, but Zelda, really.

It's my favorite slice of life. ^.^ I could go on for hours about everything they did right with that one.
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04-28-2015, 02:00 PM
#2,098
Tino Offline
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uploaded a new version some fixes to post processing issues reported here.
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04-28-2015, 02:39 PM
#2,099
rlaugh0095 Offline
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Are there any confirmed games that this works with? o.o
I've tried it with TP,WW, and Xenoblade chronicles and I see no difference.
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04-28-2015, 05:31 PM (This post was last modified: 04-28-2015, 05:38 PM by Knots.)
#2,100
Knots Offline
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Some things to report w/ version 344(a35f3fc)...

Depth of Field works! Screens... (click for fullres)

OFF
[Image: UYlmYpYm.jpg]
ON
[Image: SPcpCZom.jpg]

Shader notes...
-Does not work with anti-aliasing enabled (probably why most people see no difference)
-Blurring does not scale with resolution; effect is not very pronounced at higher IRs because of this. Blurring radius can be jacked up in config to counteract this a bit but at 4k for example, the effect is still severely diminished.
-HUD is blurred. This is to be expected in any "generic/blanket" shader solution. Suggest devs pursue texture-based HUD masking (per-game solution, maybe not ideal to some).

Overall, very impressive accomplishment. Getting depth-based shaders working in emulated games is a personal "holy grail" of mine and I'm sure many others. Tino had said exposing depth information was in the end extremely simple. If that's true, it's too bad this was never pursued before. I remember watching Mudlord try to get depth based shaders work in his fork of RiceVideo for n64 emus many years ago to no success!

One more thing...
Currently, loading custom tex in the .dds format is broken. It may be all .dds textures, I have not tested thoroughly, but my suspicion is that it's specifically .dds tex with included mipmaps. Here is a screenshot of the break.

[Image: bHFqZD6m.jpg]

Thanks for all your great work and I hope my post is helpful!
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