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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
05-08-2015, 03:00 AM
#2,181
Tino Offline
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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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05-08-2015, 03:42 AM
#2,182
ZeldaGamer23 Offline
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So laggy when using it with OpenGL.
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05-08-2015, 03:43 AM
#2,183
Tino Offline
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(05-08-2015, 03:42 AM)ZeldaGamer23 Wrote: So laggy when using it with OpenGL.

have you tryed the fixedquality version?
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05-08-2015, 03:52 AM (This post was last modified: 05-08-2015, 03:52 AM by ZeldaGamer23.)
#2,184
ZeldaGamer23 Offline
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Yes, the speed is fixed, but now the quality of it is low. It's like pixelated SSAO :/
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05-08-2015, 04:04 AM (This post was last modified: 05-08-2015, 04:05 AM by ZeldaGamer23.)
#2,185
ZeldaGamer23 Offline
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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.)
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05-08-2015, 07:31 AM (This post was last modified: 05-08-2015, 07:34 AM by Knots.)
#2,186
Knots Offline
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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.
Shadows have been my spotlight as I monologue the night and dialogue with days
Soliloquies of wind and breeze, applauded by sun rays
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05-08-2015, 08:42 AM
#2,187
zaphod666 Offline
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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.
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05-08-2015, 10:35 PM
#2,188
Tino Offline
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(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?
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05-09-2015, 04:00 AM
#2,189
ZeldaGamer23 Offline
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I sent you a message regarding some help with my edits of your code.
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05-09-2015, 04:01 AM
#2,190
Skazzy3 Offline
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(05-08-2015, 01:54 AM)theboy181 Wrote: That seemed to fix DX11 issue..

I was wondering if its normal for the shader to pull shadows through objects?

On SSB64 Princes Peaches stage the platform shadows can be seen through the checker boarded platform.
[Image: Capture_zpspnkeprfj.png]

But whats the point of emulating a Wii emulator emulating a N64?
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