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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
06-20-2015, 09:15 AM (This post was last modified: 06-20-2015, 09:43 AM by kirbypuff.)
#2,461
kirbypuff Offline
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(06-20-2015, 08:11 AM)Tino Wrote: Updated the latest folder with a new version, merged latest master changes.

Great. Even more bugfixes and improvements "ported" from master Smile

(06-20-2015, 08:11 AM)Tino Wrote: Implemented an option to use scaling filter while resolving the efb to the screen to reduce aliasing.

Is this some kind of downsampling filter?
If so, what type of filter are you using: Catmull-Rom, 3-tap Lanczos or simple Bilinear?
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06-20-2015, 09:54 AM
#2,462
Tino Offline
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Its a simple sample averaging with a rotated grid pattern.
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06-20-2015, 05:54 PM
#2,463
masterotaku Offline
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It looks great. It seems that I won't need external downsampling anymore  Big Grin . I'm wondering: will you merge these things (downsampling filter, D3D post processing, SSAO) to master someday? I'm not asking for myself, because I use Ishiiruka almost exclusively (async shader loading is too important to me).

By the way, I've updated the first post of the Zelda CE texture pack thread, just to say that forcing "MaxAnisotropy=16" isn't needed anymore. Just deleting that line in the game config will let you use any AF level you want. I'm saying this here because I've recommended Ishiiruka builds for that texture pack, and now that old, incorrect and unnecesary setting makes some D3D alerts pop up, and it messes with the graphics.

[Image: 93wo5A.png]

PS: I'm now free to work on the texture pack again (and on another two). I still don't have a lot of time (I got a job instead of summer holidays), but now free time at home means completely free time.
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
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06-20-2015, 07:33 PM
#2,464
Ramoth Offline
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(06-20-2015, 09:54 AM)Tino Wrote: Its a simple sample averaging with a rotated grid pattern.
Could you try to implement this filter for OpenGL too?
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06-20-2015, 10:45 PM (This post was last modified: 06-21-2015, 03:52 PM by kirbypuff.)
#2,465
kirbypuff Offline
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There's a small issue with the latest version of Ishiiruka: The "time stretching" setting doesn't get saved to the .ini file.

The downsampling filter works fine and at 6xIR it removes most aliasing artifacts, but reduces the sharpness down to 3x~4xIR levels.
Bumping up the IR to 12x restores the lost sharpness and makes the DSF even more effective, so the aliasing is removed completely.
NOTE: 12xIR requires a *monster* of a GPU Smile

It would be nice if you implement other downsampling filters (such as Lanczos3, Catmull-Rom, Gaussian or plain Bilinear) as an alternative.
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06-21-2015, 09:09 AM
#2,466
Tino Offline
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updated the latest folder with a new version, fixed the error with timestretshing configuration, fixed scaling filter in dx9 and implemented scaling filter in ogl.
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06-21-2015, 12:23 PM
#2,467
ZeldaGamer23 Offline
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Good deal - I gotta try these features out.
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06-21-2015, 04:05 PM
#2,468
phbgjf Offline
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Has PAL support been fixed already in version stable 381?
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06-22-2015, 08:28 AM
#2,469
phbgjf Offline
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By the way I forgot to ask, Ishiiruka crashes in DX just like master right?
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06-22-2015, 08:47 AM
#2,470
Tino Offline
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Can you give more info in what scenario dx crash?
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