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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
07-06-2015, 11:33 PM
#2,601
xystus Offline
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(07-06-2015, 10:23 PM)rlaugh0095 Wrote: here is a regular 1080p pic of SoulCalibur II.....It looks AMAZING.

*snip*

It's nice to see you so enthusiastic about it Smile But I'm just wondering.. don't you notice the heavy black crush in the Soul Calibur 2 pic? Almost all details in the background are gone, because of the exaggerated contrast. All shadow-detail is gone; can't tell where her foot begins and the shadows ends. Same with the windows - the bright whites make all details disappear. I know it's a matter of taste and I don't mean to criticize, but to me it seems lots of SSAO/HDR/Bloom tweaked games have really "faulty" values - which causes the black crush and "overblown" whites.

I know, I know - it's just not for me..! But I do want to point out the (extreme) loss of detail, because some users might not even be aware of these "side-effects" when using SSAO,HDR and/or bloom effects. Just a thought  Rolleyes
CPU: Intel 3570k with Corsair H60 watercooler @4.1ghz
GPU: Nvidia Asus GTX780 @1140/6600
PSU: Corsair 750W
RAM: Corsair 8gig DDR3-1600
MOBO: Asrock Z68m ITX
HDD: 500gb SSD EVO
CASE: Lian-Li PC-Q08 mini-ITX case
OS: Windows 7 x64

I use a fully configured emulator frontend (Maximus Arcade) to play every console & arcade game instantly
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07-07-2015, 12:13 AM
#2,602
Tino Offline
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@rlaugh0095
@xystus:
I'm more conservative about my setting for games like that i like this setting:
https://mega.nz/#!wgdFGbQZ!yuZbS_j04CChcxPa1ZswEOs95XdHH3fXjrvjigbpiQI
just download and put it on "User Forlder\Load\ShaderPresets\{GAMEID}" and take a look
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07-07-2015, 12:19 AM
#2,603
rlaugh0095 Offline
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(07-06-2015, 11:33 PM)xystus Wrote:
(07-06-2015, 10:23 PM)rlaugh0095 Wrote: here is a regular 1080p pic of SoulCalibur II.....It looks AMAZING.

*snip*

It's nice to see you so enthusiastic about it Smile But I'm just wondering.. don't you notice the heavy black crush in the Soul Calibur 2 pic? Almost all details in the background are gone, because of the exaggerated contrast. All shadow-detail is gone; can't tell where her foot begins and the shadows ends. Same with the windows - the bright whites make all details disappear. I know it's a matter of taste and I don't mean to criticize, but to me it seems lots of SSAO/HDR/Bloom tweaked games have really "faulty" values - which causes the black crush and "overblown" whites.

I know, I know - it's just not for me..! But I do want to point out the (extreme) loss of detail, because some users might not even be aware of these "side-effects" when using SSAO,HDR and/or bloom effects. Just a thought  Rolleyes
There is method to my insanity I assure you. I'll make a video describing my tastes and why I choose the settings I chose.

Back on the topic of the emulator......
Tino.....
My man.....
My main man......
Please tell me there is a work around for this! o.o
https://www.youtube.com/watch?v=GpBJHT1il_s&feature=youtu.be
(Must play at 60fps on youtube to see what im talking about)
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07-07-2015, 12:45 AM
#2,604
Tino Offline
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mmm good reports it seems to be a black frame problem.
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07-07-2015, 12:57 AM (This post was last modified: 07-07-2015, 02:27 AM by rlaugh0095.)
#2,605
rlaugh0095 Offline
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(07-07-2015, 12:45 AM)Tino Wrote: mmm good reports it seems to be a black frame problem.

Yeah and it only happens with efb on, meaning I can't use Depth options without the flickering....Such a shame too. 
In the flickers of gameplay, what im seeing as huge potential!

Here I explain why I chose the setting I chose for Soul Calibur II =.
Not very good with words, so I'll explain a bit in text.
https://www.youtube.com/watch?v=XF9ETlMD4u4&feature=youtu.be  

SSAO-I like my SSAO strong. It makes it look like intense lighting is on the character, giving stronger shadow effects.

Tone Mapping-I like to darken dark areas. This makes the SSAO pop more.

Bloom-With bloom I lighten up the scene, making it playable. For me, tone mapping and bloom go hand in hand. Depending on your tone mapping settings, it can make or break your visuals. For instance, if you have exposure and luminance set too high, the game will be unbearably bright. At this point, I balance the two setting out so that it is playable and so that it suits my taste.

Pixel Vibrance-I tend to use this for color correction in dark and gritty games. The colors are so washed out in the vanilla game, so I tweaked around until I found something not over colorful.

DoF-For a fighting game like this I decided not to use it. It could potentially cover up some of the cardboard cutout like backgrounds, but I don't think it is worth the hud blurs to be honest.

Whole Game Optimization-I then move to different area's (Stages) in the game and make sure the settings look as good. (This is the hard part)
One area can make you change all of your settings! Q.Q
Take Twilight Princess for example. Starting off in faron woods, the area looks great with a lot of bloom and color vibrance....Move on to snow peak and it looks like you just saw the revival of holy jesus, it's so freakin bright! >.<
Or Xenoblade chronicles. You got color settings looking good in the plains, but go to the marsh area at night, and your characters look like smurfs because of all the blue lighting from the trees, making you go back and redo settings until both areas look good, but then there are other areas as well, that will need to be balanced.

Also wanted to point out that I don't care about maintaining a games original look. I will gladly change it to suit my desires. If I wanted to be nostalgic, I would buy a gamecube and play it on a CRT television. < Putting this in here because I have heard that argument before. :3
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07-07-2015, 06:39 AM
#2,606
xystus Offline
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(07-07-2015, 12:13 AM)Tino Wrote: @rlaugh0095
@xystus:
I'm more conservative about my setting for games like that i like this setting:
https://mega.nz/#!wgdFGbQZ!yuZbS_j04CChcxPa1ZswEOs95XdHH3fXjrvjigbpiQI
just download and put it on "User Forlder\Load\ShaderPresets\{GAMEID}" and take a look

Thanks Tino, but I don't get it to work.. I just remame the IshiirukaFX.ini to (for Windwaker) GZLE01.ini and place it in User\Load\ShaderPresets? It doesn't seem to work that way. When I enable IshiirukaFX in Dolphin the default setting is used ingame.
CPU: Intel 3570k with Corsair H60 watercooler @4.1ghz
GPU: Nvidia Asus GTX780 @1140/6600
PSU: Corsair 750W
RAM: Corsair 8gig DDR3-1600
MOBO: Asrock Z68m ITX
HDD: 500gb SSD EVO
CASE: Lian-Li PC-Q08 mini-ITX case
OS: Windows 7 x64

I use a fully configured emulator frontend (Maximus Arcade) to play every console & arcade game instantly
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07-07-2015, 06:44 AM (This post was last modified: 07-07-2015, 06:44 AM by Tino.)
#2,607
Tino Offline
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you dont have to rename the file, the correct path is Load\ShaderPresets\GAMEID where GAMEID is a folder just like hires textures.
Then you put the ini file inside and you start the game
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07-07-2015, 02:31 PM
#2,608
rlaugh0095 Offline
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Lol let me tell yall about my experiance with tales of symphonia. Alright so first thing i noticed with this games is ssao doesn't go well at all. It tries to make it look like the characters shadows are hitting the ground, but to me it looks like the characters have a black blob of darkness around them, so i had to turn it off immediately.

Dof is tricky to set up because tos is top down on the overworld and in towns, but sidescrolling in combat, so i turned it off.

Bloom looks great but colletes hair glows wildley if left turned up to high.

Tone mapping looks great. The shadows in the vanilla game look too grayed out, so it works amazingly at darkening those shadows, but having luminance to high can cause the same effects as bloom on Collette.

Pixle vibrance looks good at medium settings.

So the only settings that look good with thid game are tone mapping, bloom, and pixle vibrance, but on low settings. -.- I havent even tested other areas yet.I dread it.
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07-07-2015, 08:48 PM
#2,609
CowlScatman Offline
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(07-06-2015, 12:23 PM)Knots Wrote:
(07-06-2015, 12:15 AM)CowlScatman Wrote:
(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.
You are confused. I am referring to the ReShade implementation of Matso's shader (the one that comes with MasterEffect).

Tino's port of Matso's shader doesn't have manual focusing. You can tell the shader where to focus on X and Y but the Z (depth) is automatically determined by nearest geometry. What you want is for the focus depth to be determined by a set point in Z by manually setting the Z coordinate. All I said was that it's possible to do and it'd be better if Tino added the feature to his port of Matso's Bokeh DoF instead of porting a whole different shader.


Yeah it registered in my brain once i thought about it lol
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07-07-2015, 08:51 PM
#2,610
CowlScatman Offline
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(07-06-2015, 11:49 AM)Tino Wrote: updated latest folder witha new version. merged latestmaster changes, small improvements in SSAO range and adedd DOF depth range mode.
@CowlScatman:  please try the new DOf mode when you check the "Use depth range focus" the first slider in focus point will control the focus depth and the secon slider will control the focus area size.
@rlaugh0095: please test if the SSAO range slider works better in the scenarios you showed.

alright will test it out today and give feedback. The current SSAO works really well with Project M. Here's what it looks like currently for me http://i.imgur.com/bmMA6R8.png
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