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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
05-06-2015, 09:32 PM (This post was last modified: 05-07-2015, 06:17 AM by kirbypuff.)
#2,141
kirbypuff Offline
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(05-06-2015, 01:20 PM)Tino Wrote: Just to show what i'm working on...

Finally, a decent SSAO shader for Dolphin.
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05-06-2015, 09:58 PM (This post was last modified: 05-06-2015, 09:59 PM by ZeldaGamer23.)
#2,142
ZeldaGamer23 Offline
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(05-06-2015, 01:20 PM)Tino Wrote: @MailboxPostageHero : thanks for the report will take a look.
@ZeldaGamer23: I will tease you a little but just to show what i'm working before i go to sleep.
https://mega.co.nz/#F!Jo9SgYgK!PqInfJt2zb3JCEbxuEzCXg

Tino... that literally makes me wanna shed a tear because it took THIS long just for somebody to finally implement the(SSAO) shader. You made the "professional" coders look armature(the ones who said it wasn't possible.) Amazing work...
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05-06-2015, 11:13 PM
#2,143
rlaugh0095 Offline
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(05-06-2015, 01:20 PM)Tino Wrote: @MailboxPostageHero : thanks for the report will take a look.
@ZeldaGamer23: I will tease you a little but just to show what i'm working before i go to sleep.
https://mega.co.nz/#F!Jo9SgYgK!PqInfJt2zb3JCEbxuEzCXg

Okay, im buying you a drink man! That is some really good work! ^.^
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05-07-2015, 01:02 PM
#2,144
Tino Offline
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updated latest folder with a new version. Implemented multi stage/Pass support in post procesing. added a naive SSAO implementation for testing. please test and report any regression.
@MailboxPostageHero: the issue you reported should be fixed.
@ZeldaGamer23: Enjoy Smile
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05-07-2015, 01:32 PM
#2,145
theboy181 Offline
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DX11 is totally broken for me..

I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms?
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05-07-2015, 01:37 PM
#2,146
Tino Offline
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(05-07-2015, 01:32 PM)theboy181 Wrote: DX11 is totally broken for me..

I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms?

can you give more info on what is broken for you in dx11?
the current implementation only supports depth input when xfb is disabled. some games erase the depth buffer breaking the effect so you have to test every game. Zelda ww and tp seems to work well.
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05-07-2015, 02:30 PM
#2,147
theboy181 Offline
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(05-07-2015, 01:37 PM)Tino Wrote:
(05-07-2015, 01:32 PM)theboy181 Wrote: DX11 is totally broken for me..

I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms?

can you give more info on what is broken for you in dx11?
the current implementation only supports depth input when xfb is disabled. some games erase the depth buffer breaking the effect so you have to test every game. Zelda ww and tp seems to work well.



It was my config! I made a portable.txt and all is great!! Ill do more testing later.

Im mostly interested in the N64 stuff witch looks like its running at Full speed.. Cant get Zelda's working though.. missing GFX for some reason..
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05-07-2015, 05:28 PM (This post was last modified: 05-07-2015, 05:29 PM by rlaugh0095.)
#2,148
rlaugh0095 Offline
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Wow this looks amazing! :O Thanks Tino. I am forever in love with you!
You may have knocked Neobrain down from  #1 on my favorite emu dev list. :3

[Image: 9d42149aeb.png] Look at all those freakin shadows! Big Grin
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05-07-2015, 05:49 PM
#2,149
rlaugh0095 Offline
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And oh my god, windwaker! :O

[Image: eaeaaf8e1a.png]
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05-07-2015, 06:05 PM
#2,150
rlaugh0095 Offline
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Oh and on the testing front, I noticed that there is quite the performance hit, especially in metroid prime.
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