(04-28-2015, 05:31 PM)Knots Wrote: Some things to report w/ version 344(a35f3fc)...Thanks for doing the research. I totally didn't see the config button. Q.Q
Depth of Field works! Screens... (click for fullres)
OFF
ON
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.
Thanks for all your great work and I hope my post is helpful!
I feel stupid. Anyway, you're totally right about this being a major accomplishment.
Big thanks for doing this!
Anyway, the only thing that held emulation back from a graphical stand point was the inability to add modern day effects to the games, making Hd texture packs stand out. (Great textures, garbage effects), but this is a giant step towards giving emulators the power to make HD Remakes with a flip of a switch. ^.^

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so in this screenie im using 2x internal resolution and 4x SSAA. Looks pretty good too. ^.^

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