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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
02-19-2016, 07:18 AM (This post was last modified: 02-19-2016, 07:18 AM by TailsTheGamer.)
#3,931
TailsTheGamer Offline
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(02-19-2016, 06:54 AM)Hyllian Wrote: And, if you think the sharpness isn't enough, try this other shader I just ported: adaptive-sharpen.


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.

This looks nice but drops my FPS like a rock o.o if I turn off the speed limiter my FPS is normally around 55-63FPS in the room in my early screenshots in TP but with this on it drops to 25-33. It's alright for lower res scales but I think I'll stay away from it for now xP
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02-19-2016, 07:20 AM
#3,932
Bighead Offline
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Sorry to go off topic, but I gotta take this opportunity. If you're the same Hyllian that invented the xBR shader, which from your posts I gather that you are, I tip my hat to you. I play the classics more than anything, and I've been using your shaders for years. Thank you for enhancing my experience. Smile
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02-19-2016, 07:51 AM
#3,933
Hyllian Offline
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(02-19-2016, 07:18 AM)TailsTheGamer Wrote: This looks nice but drops my FPS like a rock o.o  if I turn off the speed limiter my FPS is normally around 55-63FPS in the room in my early screenshots in TP but with this on it drops to 25-33.  It's alright for lower res scales but I think I'll stay away from it for now xP
Indeed, it's a very heavy shader.

(02-19-2016, 07:20 AM)Bighead Wrote: Sorry to go off topic, but I gotta take this opportunity. If you're the same Hyllian that invented the xBR shader, which from your posts I gather that you are, I tip my hat to you. I play the classics more than anything, and I've been using your shaders for years. Thank you for enhancing my experience. Smile
Yes, I am. Smile Thanks. I'm in the process of porting my twin sons to Ishiiruka: xbr and super-xbr. Though I don't know if they'll be useful for 3D games. For 2D they'll be good, for sure.
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02-19-2016, 09:41 AM (This post was last modified: 02-19-2016, 10:02 AM by Hyllian.)
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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
Hi Tino, after reading about the OutputScale option, I have tried to use it with some multipass shaders. But I couldn't get the desired result.

As I understand, OutputScale is a float factor related to the output resolution??

The problem is that I need a factor that multiply the Input resolution, not the output. So, if the game is in native res (480p), then the factor would be related to it. Even if I set output res to 1080p. So, a factor of 2.0 would result in a 960p res. Then, the rest of the scale to the viewport resolution would be done by Dolphin.

This is how Retroarch works:

Let's say you have a system with native res 320x240. You set the screen resolution (called Viewport there), let's say 1360x720. Suppose you stack two shaders, each of them with a scale factor, 2x and 2x. So, what happens in Retroarch (suppose the textures used aren't PoT, that is, they're the same size of the videodata)? This:


1- First shader receives Input of 320x240 and output to an intermediary framebuffer (called framebuffer object, FBO) with 640x480.
2- Second shader receives an Input of 640x480 and output to another FBO of 1280x960.
3- Now Retroarch scale again the 1280x960 to the output framebuffer of 1360x720 (it can use nearest or linear in hardware, you choose in video options).

So, the scale factor the shader chooses is related to the input resolution, not the Output. I couldn't find a way to use OutputScale in this way in Ishiiruka.

Have I forgot something??
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02-19-2016, 11:00 AM
#3,935
Kamikaze_Ice Offline
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From what I understood (and I know nothing about shaders) is that OutputScale value = ###% of <internal resolution defined by any user> (I read this as maximum OutputScale value range is between zero (0) and one (1).
The example given in the link is using <Internal res=1280x720> and Outputscale=0.5, which results in all computations being done at 640x360 (since it is <Internal Resolution> multiplied by 0.5, aka ONE-HALF (1/2) of the <Internal Resolution>).

Actually, I'm going to stop. This is out of my league and I'm basically throwing darts at a board and hoping i'm close to something at this point. I've probably pointed out the obvious yet unrelated to what Hyllian was asking about.

My stupidity aside, I'll wait and enjoy the discussion so I can learn stuffs.
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02-19-2016, 11:16 AM
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Tino Offline
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Outputscale is a multiplier of the input resolution. So if you are using on swap, on efb or on projection you are multiplying the internal resolution for example with efb scale set to 3x you get a. 1920x1584 efb so if you scale that to 2x you will get 3840x3168 or if you use 0.5 you will get 960x792. If you set pp mode to after bllt then first the blit shader is used to reduce the size to the display resolution and the pp shader outputs are scaled from that resolution. Blit shader is the special case where all the passes have a scale related to the input resolution exept for the last. If you need more info please let me know
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02-19-2016, 11:32 AM (This post was last modified: 02-19-2016, 11:34 AM by Hyllian.)
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Hyllian Offline
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(02-19-2016, 11:16 AM)Tino Wrote: Outputscale is a multiplier of the input resolution. So if you are using on swap, on efb or on projection you are multiplying the internal resolution for example with efb scale set to 3x you get a. 1920x1584 efb so if you scale that to 2x you will get 3840x3168 or if you use 0.5 you will get 960x792. If you set pp mode to after bllt then first the blit shader is used to reduce the size to the display resolution and the pp shader outputs are scaled from that resolution. Blit shader is the special case where all the passes have a scale related to the input resolution exept for the last. If you need more info please let me know

Where do I see EFB scale, On Projection scale and On Swap scale? And how I change it to 1x? I only see two resolutions: internal res and fullscreen res.

What I want: if I set OutputScale to 2x, I want the output res to be 2x the internal res. I don't need any of these other EFB scales and alikes. Where do I turn off them or turn them 1x?
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02-19-2016, 12:06 PM
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Tino Offline
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On the enchangemets tabs you set the efb scale. That control the multiplier of the internal resolution that is used to render 3d content. The other are not scales, they are triguers, they set the event of the pipeline that triguers the post processing shaders, you can set it in the post processing tab. To get what you want set the triguer to on swap and efb scale to 1x.
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02-19-2016, 12:18 PM
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Hyllian Offline
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(02-19-2016, 12:06 PM)Tino Wrote: On the enchangemets tabs you set the efb scale. That control the multiplier of the internal resolution that is used to render 3d content. The other are not scales, they are triguers, they set the event of the pipeline that triguers the post processing shaders, you can set it in the post processing tab. To get what you want set the triguer to on swap and efb scale to 1x.

As you can see in the image attached, I can't see where is the EFB scaler. There's only a check box. I can't set the scale to 1x.

   
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02-19-2016, 12:32 PM
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Tino Offline
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Sorry programers brain, efb scale is the same as internal resolution Smile
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