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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
02-18-2016, 06:40 AM
#3,921
Hyllian Offline
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(02-17-2016, 11:51 AM)Tino Wrote: I did not design the new post processing shader system, that work and credit goes to stenzek, Scaling shader are normally single pass shaders because they only change the size of the framebuffer, so it seems not necesary to stack many of them.

but, I have some multipass shaders that need to scale in parts the screen. I mean, the first shader scale by 2x and the second by 2x, so that the final frame is at 4x. Is it possible on Ishiiruka?
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02-18-2016, 07:43 AM (This post was last modified: 02-18-2016, 07:44 AM by Tino.)
#3,922
Tino Offline
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@Hyllian: you can set scales to the output of every pass so you can do a first pass with scale 2x and a second pass wth scale 4x and then a third pass using that as an input.
you can find the documentation here for more information:
https://github.com/Tinob/Ishiiruka/wiki/Post-Processing-Shaders
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02-18-2016, 08:37 AM
#3,923
Hyllian Offline
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(02-18-2016, 07:43 AM)Tino Wrote: @Hyllian: you can set scales to the output of every pass so you can do a first pass with scale 2x and a second pass wth scale 4x and then a third pass using that as an input.
you can find the documentation  here for more information:
https://github.com/Tinob/Ishiiruka/wiki/Post-Processing-Shaders

Thanks, I need to test more options from there then. Anyway, here's a second shader for Ishiiruka: crt-hyllian.glsl. For now, it needs to be put inside 'Scaling' folder as I don't know yet how to scale properly from the PosProcessing folder. And to see the crt effect, you need at least a 1080p display.
.zip   crt-hyllian.zip (Size: 3.07 KB / Downloads: 76)
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02-18-2016, 10:33 AM (This post was last modified: 02-18-2016, 10:34 AM by TailsTheGamer.)
#3,924
TailsTheGamer Offline
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(02-18-2016, 06:37 AM)Hyllian Wrote: Because it's designed to work with native res. On upscaled res it'll lose a bit of its efficiency. You can clearly see it in psx-ported games to GC, like Resident Evil 3, for example. This game runs at 2x its original res (psx res) in GC, so jinc2-sharper will show some glitches with it.

ooohh Makes sense, thanks for explaining.
[color=#ff6633]-MEOW-[/color]
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02-18-2016, 11:48 AM
#3,925
Sammy55 Offline
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First of all, thanks for the emulator it does really work but on my old laptop even a bit slow sometimes with some glitches, but wii is not playable but some of them are too slow, Can ya make wii playble with 60 FPS?
I know it sounds crazy but plz, make a playable stable version Smile
Thanks
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02-18-2016, 02:08 PM
#3,926
Kamikaze_Ice Offline
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(02-17-2016, 12:56 PM)TailsTheGamer Wrote:
(02-17-2016, 10:52 AM)Hyllian Wrote: Hi, I just ported a shader to Ishiiruka and it works well, though a bit slow on my laptop. It's called jinc2-sharper.glsl and is a scaling shader, so it should be put inside 'Scaling' folder (do not put it on PosProcessing folder, please). It should be used with native internal res (1x). I find it sharper than bilinear or bicubic and with much less aliasing. I ported it from Retroarch. I'd like to receive some feedback from users, specially the ones with high res displays. Tks.
I'm not sure why you say it should only be used with 1x native res.  Using this mixed with texture sharpening, 1080p res, and custom HD textures in Twilight Princess is really nice.  It looks smoother then having Nearest Neighbor set while keeping the image sharp and less aliased.  Also the FPS difference wasn't that much for me, 4 FPS difference at the most.
I'm with TailsTheGamer on this. I don't understand why you recommend native resolution. If I wanted native resolution, I'd just use my Wii lol.
I'm rendering at 3x Internal Resolution and forcing 2xSGSSAA, which is hard to do and it's a little to blurry from not being supported properly by Dolphin (Ordered grid for SSAA, bleh), but with Jinc2-sharpen it counters this blur VERY well.
Passthrough
Jinc2-sharpen
Nearest-neighbor - This is so nasty, IMO. Makes the scene look like a poorly ripped low bit-rate movie with the large macroblocks in an ordered grid.

Passthrough vs Jinc2-sharpen - A better comparison.
My shader settings are in the Xenoblade HD Texture thread (stacking order (top to bottom) = SSAO2, SSGI and IshiirukaFX)

I'm pretty satisfied with it, so thanks for sharing another shader of yours, Hyllian.


Also, if anyone is interested HERE is a zip containing all of the comparison screenshots I took so I could compare all of the texture scaling modes (off, hybrid, bicubic, hybrid-bicubic, xbrz) at the same time with the same settings (3xIR with forced 2xSGSSAA), and with and without deposterization. There are two sets of 9 screenshots, one set for Passthrough and another set for Jinc2-sharpen.

I haven't looked at them in detail yet (it's time for sleep, curses work!), but there is significant changes to a part of the scene--the blue aura battlefield zone sphere thing. All screenshots were done at the same frame via FIFO recording, so I was surprised to see such changes (unless I'm using the FIFO wrong--for single frame recordings)
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02-18-2016, 07:18 PM
#3,927
Hyllian Offline
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(02-18-2016, 02:08 PM)Kamikaze_Ice Wrote: I'm with TailsTheGamer on this. I don't understand why you recommend native resolution. If I wanted native resolution, I'd just use my Wii lol.
I'm rendering at 3x Internal Resolution and forcing 2xSGSSAA, which is hard to do and it's a little to blurry from not being supported properly by Dolphin (Ordered grid for SSAA, bleh), but with Jinc2-sharpen it counters this blur VERY well.
Passthrough
Jinc2-sharpen
Nearest-neighbor - This is so nasty, IMO. Makes the scene look like a poorly ripped low bit-rate movie with the large macroblocks in an ordered grid.

Passthrough vs Jinc2-sharpen - A better comparison.
My shader settings are in the Xenoblade HD Texture thread (stacking order (top to bottom) = SSAO2, SSGI and IshiirukaFX)

I'm pretty satisfied with it, so thanks for sharing another shader of yours, Hyllian.


Also, if anyone is interested HERE is a zip containing all of the comparison screenshots I took so I could compare all of the texture scaling modes (off, hybrid, bicubic, hybrid-bicubic, xbrz) at the same time with the same settings (3xIR with forced 2xSGSSAA), and with and without deposterization. There are two sets of 9 screenshots, one set for Passthrough and another set for Jinc2-sharpen.

I haven't looked at them in detail yet (it's time for sleep, curses work!), but there is significant changes to a part of the scene--the blue aura battlefield zone sphere thing. All screenshots were done at the same frame via FIFO recording, so I was surprised to see such changes (unless I'm using the FIFO wrong--for single frame recordings)

Thanks for the comparisons. Maybe I'm underestimating the power of high internal res. I'm very used to apply these shaders to very low res systems (retro systems), so the gain in native res is big. When the system already runs in high res, the IQ gain by using these shaders is small (though it's a gain anyway). But you're right, the best possible output is using high internal res.
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02-19-2016, 12:52 AM
#3,928
RibShark Offline
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When running Rayman 3: Hoodlum Havoc in Ishiiruka using the OpenGL renderer, there is a ~50% chance that the loading screen background becomes corrupted. This does not happen on the official build, or with any other renderer (but the other renderers all have a bug that causes the shadow under Rayman to disappear, even on the official builds). I have tried toggling on and off every setting in the OpenGL render to no avail.

https://i.imgur.com/4SOV3dp.jpg - the loading screen when the corruption happens
https://i.imgur.com/qXxGznn.png - what it should look like


Ishiiruka seems to have a great effect on removing stutter from the game, which is why I am using it over the official builds. Thanks a lot!
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02-19-2016, 06:00 AM (This post was last modified: 02-19-2016, 06:03 AM by TailsTheGamer.)
#3,929
TailsTheGamer Offline
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(02-18-2016, 07:18 PM)Hyllian Wrote: Thanks for the comparisons. Maybe I'm underestimating the power of high internal res. I'm very used to apply these shaders to very low res systems (retro systems), so the gain in native res is big. When the system already runs in high res, the IQ gain by using these shaders is small (though it's a gain anyway). But you're right, the best possible output is using high internal res.

I took some comparisons to. I turned "Anti-Ringing" all the way down in these screenshots. I'm not sure what it does but turning it down makes the image a little sharper. I think it's referring to to the ghosting that I had a really hard time seeing because it's barely a pixel.

Image quality is a little degraded because the way I took the screenshots, sorry about that.

Passthrough
Jinc2-Sharper (As I said, "Anti-Ringing" is turned all the way down.)
Nearest-Neighbor
[color=#ff6633]-MEOW-[/color]
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02-19-2016, 06:54 AM
#3,930
Hyllian Offline
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And, if you think the sharpness isn't enough, try this other shader I just ported: adaptive-sharpen.
.zip   adaptive-sharpen.zip (Size: 4.54 KB / Downloads: 71)


This shader isn't a scaling one, so you should put it inside 'Postprocessing' folder. It has a sharpness slider you can tweak, I chose a default value of 0.2 (which I think isn't very strong), but if you increase it you should see an amazing increase in sharpness!

Use it in along with jinc2-sharper shader, for example.
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