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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
06-10-2015, 08:30 AM
#2,401
Tino Offline
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can you give more detail on that issue?
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06-10-2015, 12:17 PM
#2,402
Khronikos Offline
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(06-10-2015, 08:30 AM)Tino Wrote: can you give more detail on that issue?

Yes, is there an issue we should watch out for while playing?
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06-10-2015, 02:43 PM
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masterotaku Offline
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(06-10-2015, 08:30 AM)Tino Wrote: can you give more detail on that issue?
https://code.google.com/p/dolphin-emu/issues/detail?id=8336&q=Anisotropic
CPU: Intel Core i5 4670k @ 4.4GHz
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06-10-2015, 03:28 PM
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TheMaster627 Offline
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(06-09-2015, 11:14 AM)Tino Wrote: Super mario galaxy does a dirty trick that avoids using ssao and dof, it renders the 3d scene then it copies the scene to memory and add the 2d elements after that. This destroy the depth buffer content avoiding any effect that uses depth info.

Ah, thanks for the info. Sad indeed, but at least now I know... Sad

Here are some nice comparison screenshots of what I've fiddled with and am currently going through the game with as a love letter to this wondrous development. I will never, ever be able to play this again on the Wii. There is no going back. All screenshots taken with 6x internal res to crisp the textures up a bit (I play on x3) and give a baseline to compare all other effects to. The two standard (1 and 3) screenshots are taken with all enhancements off, just the 6x res. All enhanced screenshots taken with CDAMJC's texture pack, tweaked IshiirukaFX, 16x AF, 8x AA, and per-pixel lighting. I have Bloom turned down quite a bit as I was never a fan of the really bright, sun-like quality it can have.

Spoiler: (Show Spoiler)
[Image: OdqYPdd.jpg]
[Image: 57SLezF.jpg]
[Image: QM1feIn.jpg]
[Image: 05yBqdS.jpg]

Honeyhive really shows it off. The color in particular is pretty staggering, the standard look seems so dull and lifeless now by comparison. Give me a game that looks like this and is full of vibrant color any day over modern brown shooters. It's beautiful!
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06-10-2015, 04:03 PM (This post was last modified: 06-10-2015, 04:47 PM by JosJuice.)
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JosJuice Offline
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(06-10-2015, 07:36 AM)kirbypuff Wrote: Another hint:
You can (finally) download updated stable builds.

And another one: PR #2538 -> milestone ?

Yes, there are lots of "hints" you can find for 5.0, because we are indeed trying to get it out. But nobody knows how long it actually will take, so saying that it will be released soon is only speculation.
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06-10-2015, 05:11 PM
#2,406
aniruddh22
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hello i am getting white screen in samurai warriors 3 ntsc during battle the sound is working fine and in battle prep menu map is not shown

during battle the dialogue are show and every thing is working except it all black screen and no char are show only music plays and their dialogue are shown
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06-11-2015, 12:51 AM
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Tino Offline
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(06-10-2015, 05:11 PM)aniruddh22 Wrote: hello i am getting white screen in samurai warriors 3 ntsc during battle the sound is working fine and in battle prep menu map is not shown

during battle the dialogue are show and every thing is working except it  all black screen and no char are show only music plays and their dialogue are shown

Thanks for the report can yo u check if you have the same problem in older version to see if is a new issue?
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06-11-2015, 01:16 AM (This post was last modified: 06-14-2015, 07:45 PM by kirbypuff.)
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kirbypuff Offline
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(06-10-2015, 03:28 PM)TheMaster627 Wrote: There is no going back. Enhanced with hi-res texture pack, tweaked IshiirukaFX, 16x AF, 8x AA, and per-pixel lighting. I have Bloom turned down quite a bit as I was never a fan of the really bright, sun-like quality it can have.
The color in particular is pretty staggering, the standard look seems so dull and lifeless now by comparison. It's beautiful!

* 8xMSAA adds too much blur and introduces glitches. Turn it off and just use 6xIR.
* I don't like the look of that hi-res texture pack. It doesn't improve the quality / resolution of most of the textures and it changes the style of the graphics / fonts / UI for the worse.
What I want from a texture pack is graphics / textures as close as possible to the original, just upgraded to (U)HD resolution.
* The combination of artificially increased contrast and heavy bloom crushes the colors/blacks/whites and reduces the color depth / dynamic range.
It may look nice on a crappy 6-bit monitor or low-end TV, but if you use a decent TV (true 4:4:4 RGB output and a quality high-contrast panel), the "dull and lifeless" image will look like the post-processed image, but without the horrible side effects of post-processing.
Just turn up the saturation / contrast on your TV if you want more "pop" Smile
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06-11-2015, 01:52 AM (This post was last modified: 06-11-2015, 01:53 AM by kirbypuff.)
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(06-10-2015, 08:06 AM)masterotaku Wrote: I wonder if someone will fix the Anisotropic Filtering (D3D backend) issue I reported on March.

PR #2585 (Anisotropic Filtering option is now correct in D3D) <-- merged
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06-11-2015, 03:34 AM (This post was last modified: 06-11-2015, 03:35 AM by masterotaku.)
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(06-11-2015, 01:52 AM)kirbypuff Wrote: PR #2585 (Anisotropic Filtering option is now correct in D3D)  <-- merged

Great! Well, I knew instantly when it was solved because I received emails Tongue . My eyes are good at detecting less than 16xAF, mwahahaha.

By the way, Tino, the last time I tried some of your shaders, some (or all. Or not, idk. It's quick to test but I did it weeks ago) of the ones that change the RGB channels don't work. For example, the RGB -> GRB.
CPU: Intel Core i5 4670k @ 4.4GHz
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RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7
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