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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
07-05-2015, 09:05 PM
#2,581
kirbypuff Offline
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From the "Auto-toggle XFB when FMV plays and ends" thread:

(07-05-2015, 05:26 PM)Link_to_the_past Wrote:
(07-05-2015, 05:07 PM)Jhonn Wrote: If I remember correctly, we have a PR implementing hybrid XFB, that's supposed to do that...

True, unfortunately no one is willing to port it to D3D and finish it. It is OpenGL only for now.

Maybe Tino could port PR #2051 to D3D and implement it in Ishiiruka Wink
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07-05-2015, 10:09 PM
#2,582
JOHN30011887 Offline
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That be great, i use that hybrid xfb in Crash nitro kart but its not finished yet as the loading screen images in the game dont show only videos now show Smile
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07-05-2015, 11:06 PM
#2,583
rlaugh0095 Offline
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Hey Tino.
I have a question regarding SSAO.
I noticed that top down rpgs such as arc rise fantasia are a bit hard to make an ssao profile for, because of the changes of the camera angle between roaming the world and combat.

while in battle, keeping the sample range slider all the way to the left provides the best amount of shading on characters, but outside of battle the environment doesn't have that much shading going on while the slider is all the way to the left. I Find that having the slider a bit more to the right is best for things in the environment. here is a video showing off what i mean.
https://www.youtube.com/watch?v=dvmS-LGzV8U&feature=youtu.be so my question is, 'is there anyway to make an ssao profile that will let me set the strength for things closest to the camera (characters) and things in the back ground (plant's, barrels, objects, etc)
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07-05-2015, 11:25 PM
#2,584
Tino Offline
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(07-05-2015, 11:06 PM)rlaugh0095 Wrote: Hey Tino.
I have a question regarding SSAO.
I noticed that top down rpgs such as arc rise fantasia are a bit hard to make an ssao profile for, because of the changes of the camera angle between roaming the world and combat.

while in battle, keeping the sample range slider all the way to the left provides the best amount of shading on characters, but outside of battle the environment doesn't have that much shading going on while the slider is all the way to the left. I Find that having the slider a bit more to the right is best for things in the environment. here is a video showing off what i mean.
https://www.youtube.com/watch?v=dvmS-LGzV8U&feature=youtu.be so my question is, 'is there anyway to make an ssao profile that will let me set the strength for things closest to the camera (characters) and things in the back ground (plant's, barrels, objects, etc)
nice video. can you do me a favor, please  in those same scenes select the shader named depth and send mi the output,  there i can see idf the game is using diferent depth ranges for the models that can be the cause of what you are showing, if not the solution could be separate the sample range  in 3 one for close objects, one for mid distance and one for far in that way tha seeao amount can be adapted depending on the distance of the object.
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07-05-2015, 11:41 PM
#2,585
rlaugh0095 Offline
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(07-05-2015, 11:25 PM)Tino Wrote:
(07-05-2015, 11:06 PM)rlaugh0095 Wrote: Hey Tino.
I have a question regarding SSAO.
I noticed that top down rpgs such as arc rise fantasia are a bit hard to make an ssao profile for, because of the changes of the camera angle between roaming the world and combat.

while in battle, keeping the sample range slider all the way to the left provides the best amount of shading on characters, but outside of battle the environment doesn't have that much shading going on while the slider is all the way to the left. I Find that having the slider a bit more to the right is best for things in the environment. here is a video showing off what i mean.
https://www.youtube.com/watch?v=dvmS-LGzV8U&feature=youtu.be so my question is, 'is there anyway to make an ssao profile that will let me set the strength for things closest to the camera (characters) and things in the back ground (plant's, barrels, objects, etc)
nice video. can you do me a favor, please  in those same scenes select the shader named depth and send mi the output,  there i can see idf the game is using diferent depth ranges for the models that can be the cause of what you are showing, if not the solution could be separate the sample range  in 3 one for close objects, one for mid distance and one for far in that way tha seeao amount can be adapted depending on the distance of the object.

yes sir!....do you mean just record a video with the depth setting on?
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07-05-2015, 11:49 PM
#2,586
Tino Offline
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just a screenshot in the diferent areas you show wil go.
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07-05-2015, 11:58 PM
#2,587
rlaugh0095 Offline
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http://puu.sh/iNVvz/98fd7c0519.png combat

http://puu.sh/iNVuJ/207fadb25e.png Town

http://puu.sh/iNVyI/0b7689ccfb.png Feild
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07-06-2015, 12:07 AM
#2,588
Tino Offline
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ok they seem to use a continuous depth range so we are ok, will try to implement adaptative range when i have a little free time.
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07-06-2015, 12:14 AM
#2,589
rlaugh0095 Offline
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(07-06-2015, 12:07 AM)Tino Wrote: ok they seem to use a continuous depth range so we are ok, will try to implement adaptative range when i have a little free time.

wooo thank you man ^.^ 
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07-06-2015, 12:15 AM
#2,590
CowlScatman Offline
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(07-04-2015, 07:59 AM)Knots Wrote: @Tino, @CowlScatman

Would be preferable if the current implementation of bokeh DoF had an option for manual focus instead. Right now the shader auto-focuses on nearest geometry on the focus point. This is preferable for some games, but others would probably benefit from manual focus where a certain point in depth is always the focus position, which is what CowlScatman wants anyway. The ReShade implementation of Matso's bokeh DoF already has an option for this.

What im after is referred to as Static DOF where it wont blur anything within a certain distance. It works kind of like matso but its constantly in the background and never focuses on other stuff. I havent been able to accomplish that yet at all with Matso.

Also the Focus Points seem to be broken on any game i play. It just switches between 2 different depths back and forth as i move it.
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