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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
05-03-2015, 08:13 AM
#2,121
hyperspeed Offline
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(05-03-2015, 07:35 AM)Panchito Wrote:
(05-02-2015, 08:16 AM)Tino Wrote: updated with a new version, errors reported with dolphinfx and geometryshadergen should be fixed

Yup, no error messages whatsoever so far, so it seems that did it, at least on my setup, I hope others can say the same.  

Congratulations and thanks a lot your efforts.

Cheers.
Yes, no more warning messages here either Big Grin thank you @Tino Wink
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
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05-04-2015, 01:34 AM
#2,122
Spit-Nick Offline
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(05-02-2015, 08:16 AM)Tino Wrote: updated with a new version, errors reported with dolphinfx and geometryshadergen should be fixed

Thanks. No more errors.

You are the best!!!
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05-04-2015, 08:02 PM
#2,123
ZeldaGamer23 Offline
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Hey, awesome friend Smile

I don't mean to sound pushy, but do you know when SSAO will be implemented? Just making sure you're still working on it Tongue

Sorry, again, for sounding like a nagger.
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05-04-2015, 10:23 PM
#2,124
Tino Offline
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Smile I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.
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05-05-2015, 03:07 AM (This post was last modified: 05-05-2015, 03:10 AM by ZeldaGamer23.)
#2,125
ZeldaGamer23 Offline
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Understandable, man. I was just worried that you might of stopped development of the shader.

I'm not impatient, but more on the nervous side, you know.

Not nervous anymore, of course Smile

Again, man; THANK YOU, FOR YOUR AWESOME WORK!
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05-05-2015, 06:38 PM (This post was last modified: 05-05-2015, 07:11 PM by rlaugh0095.)
#2,126
rlaugh0095 Offline
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(05-04-2015, 10:23 PM)Tino Wrote: Smile I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.

#TinoisDabest!
^This needs to trend on ever social media site out there.

By the way, I figured out how to get a decent amount of blur at 4k resolution, but I was wondering there was a way to improve the quality. Make it look less pixelated?
http://puu.sh/hC6ET/96886721ca.png
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05-05-2015, 08:44 PM (This post was last modified: 05-05-2015, 08:45 PM by ZeldaGamer23.)
#2,127
ZeldaGamer23 Offline
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(05-05-2015, 06:38 PM)rlaugh0095 Wrote:
(05-04-2015, 10:23 PM)Tino Wrote: Smile I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.

#TinoisDabest!
^This needs to trend on ever social media site out there.

By the way, I figured out how to get a decent amount of blur at 4k resolution, but I was wondering there was a way to improve the quality. Make it look less pixelated?
http://puu.sh/hC6ET/96886721ca.png

You know what kind of DoF effect looks beautiful - Matso DoF. However; we should just respect the work that he's done. I, for one, highly respect his work.

Example of Matso DoF, BTW.

[Image: Screenshot2344.png]
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05-05-2015, 09:09 PM
#2,128
rlaugh0095 Offline
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(05-05-2015, 08:44 PM)ZeldaGamer23 Wrote:
(05-05-2015, 06:38 PM)rlaugh0095 Wrote:
(05-04-2015, 10:23 PM)Tino Wrote: Smile I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.

#TinoisDabest!
^This needs to trend on ever social media site out there.

By the way, I figured out how to get a decent amount of blur at 4k resolution, but I was wondering there was a way to improve the quality. Make it look less pixelated?
http://puu.sh/hC6ET/96886721ca.png

You know what kind of DoF effect looks beautiful - Matso DoF. However; we should just respect the work that he's done. I, for one, highly respect his work.

Example of Matso DoF, BTW.

I wasn't asking him to change anything, I was just asking if there was a way to make the effect smoother. Im fine with the effect the way it is. I think it's actually kind of cool the way it resembles skyward swords effect.

I think I found my presents for twilight princess.

http://puu.sh/hCaDf/71b1eb0e0d.png
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05-05-2015, 09:20 PM
#2,129
ZeldaGamer23 Offline
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(05-05-2015, 09:09 PM)rlaugh0095 Wrote:
(05-05-2015, 08:44 PM)ZeldaGamer23 Wrote:
(05-05-2015, 06:38 PM)rlaugh0095 Wrote:
(05-04-2015, 10:23 PM)Tino Wrote: Smile I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.

#TinoisDabest!
^This needs to trend on ever social media site out there.

By the way, I figured out how to get a decent amount of blur at 4k resolution, but I was wondering there was a way to improve the quality. Make it look less pixelated?
http://puu.sh/hC6ET/96886721ca.png

You know what kind of DoF effect looks beautiful - Matso DoF. However; we should just respect the work that he's done. I, for one, highly respect his work.

Example of Matso DoF, BTW.

I wasn't asking him to change anything, I was just asking if there was a way to make the effect smoother. Im fine with the effect the way it is. I think it's actually kind of cool the way it resembles skyward swords effect.

I think I found my presents for twilight princess.

http://puu.sh/hCaDf/71b1eb0e0d.png

Nice, but I wish the HUD wouldn't blur.
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05-05-2015, 09:58 PM
#2,130
Tino Offline
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The current dof implementation is just a concept to demostrate the usage of depth. It can be inproved a lot. If soneone cames up with a better inplementation i will gladly include it. I will improve the code myself after i finish the multi stage support.
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