Your SSAO makes is making my HD project look like it's an official Nintendo project...
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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05-09-2015, 04:16 AM
(This post was last modified: 05-09-2015, 04:19 AM by ZeldaGamer23.)
Your SSAO makes is making my HD project look like it's an official Nintendo project...
(05-08-2015, 10:35 PM)Tino Wrote: can you give more detail on your configuration to see if can figure out why is not working for you? GTX 670 I5-2500K@4.5gz 8G ddr3 ram Windows 7 Running either the original or fixed version of SSAO doesn't work in dx11. No error message and fps seems the same so I don't feel like it is injecting but not displaying. Opengl works fine. Mostly tested on Twilight Princess. 05-09-2015, 10:08 PM
Okay thats weird. I tried running the SSAO shader in dirextx 11, fiddled with settings trying to get it to work, and now it won't work with opengl at all. o.o I tried mode 2 and it appears as a white screen.
05-09-2015, 10:51 PM
(This post was last modified: 05-09-2015, 10:54 PM by rlaugh0095.)
Actually never mind, I got it working, even in directx 11!I think having EFB enabled or disabled has something to do with if the effect shows up. Either that, or store efb. Those are the only 2 I changed. Also, it's so much faster in dx11! Im running windwaker at max speed, at 6x native resolution! I gotta get a video of this. :') 05-09-2015, 11:20 PM
External framebuffer must be disabled to use shaders that needs depth data access (dof,ssao)
05-10-2015, 12:00 AM
Solved my issue. It appears that enabling any antialiasing turns off the ssao.
05-10-2015, 07:12 PM
Hmm, after playing around with the new effects and trying them out with a few games, I decided i like DOF the best. SSAO is good, especially for windwaker, but to me it doesn't have a significant impact on most games. (Metroid prime being another good one for ssao due to all the cracks and crevices.) My biggest complaint about dof is how pixilated the blur is on realistic games (TP and Xenoblade chronicles). It kind of looks reminiscent to the effect from skyward sword in that regard, so it works really well in stylized games, but not so much with the realistic ones.
I think the DOF effect adds a lot more in terms of graphic fidelity to more games (ironically this effect doesnt do much to windwaker and its hard to find a sweet spot for prime.) Anyway, thats my review of the two effects thus far. Overall I think Tino did a great job and can't wait to see whats next for this build!
05-10-2015, 08:47 PM
(05-10-2015, 07:12 PM)rlaugh0095 Wrote: I think the DOF effect adds a lot more in terms of graphic fidelity to more games Different tastes, I guess . I always hated DOF and motion blur, but I like SSAO when it's well implemented. Tino, is there a possibility to have SSAO and MSAA together?
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 05-11-2015, 04:27 AM
(This post was last modified: 05-11-2015, 04:28 AM by ZeldaGamer23.)
(05-10-2015, 07:12 PM)rlaugh0095 Wrote: Hmm, after playing around with the new effects and trying them out with a few games, I decided i like DOF the best. SSAO is good, especially for windwaker, but to me it doesn't have a significant impact on most games. (Metroid prime being another good one for ssao due to all the cracks and crevices.) My biggest complaint about dof is how pixilated the blur is on realistic games (TP and Xenoblade chronicles). It kind of looks reminiscent to the effect from skyward sword in that regard, so it works really well in stylized games, but not so much with the realistic ones. I love the SSAO effect. It adds so much depth to my HD project(Twilight Princess.) My only gripe, being a perfectionist, is the SSAO is very pixelated(not smooth.) That's it... Also note: these effects were just born, and now it's time to watch it improve ![]() Awesome work, Tino! |
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