That error seems to be caused by a restriction present in the hlsl compiler present in windows 7. SO there is why only some user where experiencing the errors.
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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05-08-2015, 03:43 AM
05-08-2015, 03:52 AM
(This post was last modified: 05-08-2015, 03:52 AM by ZeldaGamer23.)
Yes, the speed is fixed, but now the quality of it is low. It's like pixelated SSAO :/
05-08-2015, 04:04 AM
(This post was last modified: 05-08-2015, 04:05 AM by ZeldaGamer23.)
And I don't know if it's because OpenGL sucks, but going over 16 samples will slow the game dramatically.
DX11 does not give the same effect, BTW(it doesn't slow down.)
From what I am aware, the OGL plugin is slower because it is more accurate.
At any rate, Tino, the SSAO shader is definitely interesting. I'm wondering if there's a possibility for it to allow games to fog on top of it in the future, since current behavior has it drawing on top of fog. Thankfully, we can disable fogging but that's not the ideal fix. The "pixelation" that ZeldaGamer is talking about looks to me like the noise part of the shader isn't working right in DX11 but is working correctly in OGL. 05-08-2015, 08:42 AM
Hmm I cant get the shader to work in dx11. Game runs like normal with no ambient occlusion. OpenGL work just fine but the performance leaves a lot to be desired. But still pretty damn good work for something that has only been out in the wild for a day now.
05-08-2015, 10:35 PM
(05-08-2015, 08:42 AM)zaphod666 Wrote: Hmm I cant get the shader to work in dx11. Game runs like normal with no ambient occlusion. OpenGL work just fine but the performance leaves a lot to be desired. But still pretty damn good work for something that has only been out in the wild for a day now. can you give more detail on your configuration to see if can figure out why is not working for you? 05-09-2015, 04:01 AM
(05-08-2015, 01:54 AM)theboy181 Wrote: That seemed to fix DX11 issue.. But whats the point of emulating a Wii emulator emulating a N64? |
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