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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
02-22-2016, 06:29 AM (This post was last modified: 02-22-2016, 07:20 AM by shockdude.)
#4,011
shockdude Offline
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(02-22-2016, 02:18 AM)Hyllian Wrote: I don't know about the inner workings of Dolphin/Ishiiruka, so take that with a grain of salt. What I'm saying is just based on the behavior of these shaders. They behave as if the input texture isn't native. It seems like Ishiiruka is prefiltering the input before passing to the shaders. It's that or we are getting some wrong param. Your lanczos port is correct, I compared with the version in GedoSato and Retroarch, the sources are the same. Why only Ishiiruka doesn't output correct filtering, then?

Look at these two screenshots I got using Ishiiruka. I configured it to native 1x internal res and checked the option 'Auto adjust Window size', so that it runs in a Window and its size will always adjust to the internal res (even if it changes in real time). It's using the shader nearest-neighbor.glsl.

I can get pixel-perfect output if I do 1x IR + Auto adjust Window Size + Aspect Ratio "Stretch to Window". No post-process shader applied.
New Super Mario Bros
SSBM

The key question is, is it possible to take the raw 640xWhatever frame and then resize it directly to 1920x1080 using a scaling algorithm like lanczos4?

I think we should make a new thread about image scaling, since input from other Dolphin devs would be great, and proper scalers in Master would be even better.

Edit: I just noticed that the DolphinFX shader has the exact same lanczos4 algorithm. The question is why isn't DolphinFX's lanczos4 all blurry?
Edit 2: Apparently defining PI as a global variable causes blurriness. Defining PI within the function prevents that. Is that a bug?

The fixed lanczos4 algorithm is great for upscaling, but it doesn't do anything when downsampling. This leads me to believe the algorithm isn't receiving the IR as input.
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02-22-2016, 06:34 AM (This post was last modified: 02-22-2016, 06:35 AM by xSonic521x.)
#4,012
xSonic521x Offline
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Hyllian I really love your xBR filters and optimizations, I just found your Fusion emulator 3.4 versions of those and they work so much better than xBRZ <3 Out of curiousity, do you have these same filters for other emulators like SNES9X, Project64, Visual Boy Advance or ePSXe? Those games just feel so naked without them, maybe I've been spoiled. Lol
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02-22-2016, 07:08 AM
#4,013
Hyllian Offline
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(02-22-2016, 06:29 AM)shockdude Wrote: I can get pixel-perfect output if I do 1x IR + Auto adjust Window Size + Aspect Ratio "Stretch to Window". No post-process shader applied.
The key question is, is it possible to take the raw 640xWhatever frame and then resize it directly to 1920x1080 using a scaling algorithm like lanczos4?

I think we should make a new thread about image scaling, since input from other Dolphin devs would be great, and proper scalers in Master would be even better.

Edit: I just noticed that the DolphinFX shader has the exact same lanczos4 algorithm. The question is why isn't DolphinFX's lanczos4 all blurry?
You're right, I was using auto aspect ratio and it was distorting the window output. If I use Stretch to Window and mark at the same time the Auto adjust Window size, them Ishiiruka indeed shows native graphics!! Now we need to know how to feed the shaders with these native res. It seems the shaders are feed by distorted native graphics. On reality, Dolphin should always feed the shaders with native res (if internal res is marked as 1x) and not distorted native by aspect ratio options. The aspect ratio adjustment should be applied at the final of the shader pipeline.
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02-22-2016, 07:11 AM
#4,014
Hyllian Offline
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(02-22-2016, 06:34 AM)xSonic521x Wrote: Hyllian I really love your xBR filters and optimizations, I just found your Fusion emulator 3.4 versions of those and they work so much better than xBRZ <3 Out of curiousity, do you have these same filters for other emulators like SNES9X, Project64, Visual Boy Advance or ePSXe? Those games just feel so naked without them, maybe I've been spoiled. Lol
Many emulators have these shaders: all Retroarch cores (a bunch), ePSXe and I think the same Fusion plugin work with VBA PC. Only PJ64 doesn't have it, I think.
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02-22-2016, 07:34 AM (This post was last modified: 02-22-2016, 07:36 AM by shockdude.)
#4,015
shockdude Offline
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(02-22-2016, 07:08 AM)Hyllian Wrote: You're right, I was using auto aspect ratio and it was distorting the window output. If I use Stretch to Window and mark at the same time the Auto adjust Window size, them Ishiiruka indeed shows native graphics!! Now we need to know how to feed the shaders with these native res. It seems the shaders are feed by distorted native graphics. On reality, Dolphin should always feed the shaders with native res (if internal res is marked as 1x) and not distorted native by aspect ratio options. The aspect ratio adjustment should be applied at the final of the shader pipeline.
Well ideally the aspect ratio shouldn't be adjusted at the very end; rather the resolution specified by the aspect ratio should straight-up be the final target output resolution.
render game at IR --> apply post-processing effects at IR --> scale to output resolution --> apply more post-processing effects at output res --> add black borders to fit screen.
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02-22-2016, 07:50 AM
#4,016
Hyllian Offline
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I just tested the lanczos4 inside DolphinFX and indeed it doesn't blurry the output. And the code is the same. Now it's getting interesting! Tongue
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02-22-2016, 08:06 AM
#4,017
Hyllian Offline
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(02-22-2016, 06:29 AM)shockdude Wrote: I can get pixel-perfect output if I do 1x IR + Auto adjust Window Size + Aspect Ratio "Stretch to Window". No post-process shader applied.
New Super Mario Bros
SSBM

The key question is, is it possible to take the raw 640xWhatever frame and then resize it directly to 1920x1080 using a scaling algorithm like lanczos4?

I think we should make a new thread about image scaling, since input from other Dolphin devs would be great, and proper scalers in Master would be even better.

Edit: I just noticed that the DolphinFX shader has the exact same lanczos4 algorithm. The question is why isn't DolphinFX's lanczos4 all blurry?
Edit 2: Apparently defining PI as a global variable causes blurriness. Defining PI within the function prevents that. Is that a bug?

The fixed lanczos4 algorithm is great for upscaling, but it doesn't do anything when downsampling. This leads me to believe the algorithm isn't receiving the IR as input.
I just found it too, putting const PI inside weight4 function, it works. Dunno why. Now I'll look for global vars in my shaders too see if it fix the problems I have.
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02-22-2016, 10:42 AM
#4,018
soso92
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(10-18-2013, 02:41 AM)Tino Wrote:
[color=#1D2654]I S H I I R U K A - DOLPHIN[/color]
[Image: QZ0zSVd.png]

This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread.
The focus is the gaming experience and speed. At the momment the focus is only in Windows DX9/DX11.
You may see issues that are already solved in lastest Official versions.


Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.
Thank you. Have Happy Gamming and Enjoy!.


[color=#1D2654]Tino[/color]

[color=#FF0000]LAST UPDATE 2016-02-17[/color]

[Image: xzQoR66.png?1] [color=#1D2654]Important Features[/color]
  • Async shader compilation (Avoiding shader compilation time)
  • Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
  • Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
  • Dolpby Pro Logic II support for xaudio and openal
  • Larger internal resolutions (IRx6) to allow 4k gaming
  • Custom Texture improvements to allow direct compressed texture loading including mipmaps
  • DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines)
  • DX9 support for old machines
  • Modified Post Procesing interface to support:
  • -Multiple Stages allowing more complex effects.
  • -Depth and native gamma as inputs.
  • -DX11.
  • -Custom version of DolphinFX that work under dx11 and ogl
  • -SSAO and DOF.
  • -Texure Scaling Support
  • -Bump Mapping with advanced material properties (1)
  • -Phong Specular reflection to improve ligthing quality(1)
  • -Tessellation and Displacement Mapping(1)
((1)For more info see post #3)

[color=#1D2654]Other Features[/color]
  • Multithreaded Shader Compilation
  • Early depth test implementation to correct related issues and increase performance
  • Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems
  • Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options)
  • Shader generation Path reorganization to improve performance
  • Implemented 3d support for Side by side/TopBottom 3d rendering
  • Many DX9 old bugs fixes (ZComploc, Tev emulation, etc)
  • Others fixes and little improves.

[color=#30543D]DOWNLOAD[/color]

Latest
https://goo.gl/31cRcc
https://goo.gl/YzHNa5
https://goo.gl/NXV6b7

Stable 420(beb4a2f):
  • Merge latest master changes.

Unstable 560(df72df0):
  • Merge latest master changes.
  • Fix for some issues reported in the forum.

Older versions
https://goo.gl/pFWsMB
https://goo.gl/Eldxmf
https://goo.gl/A1K8vy


Source code is available on GitHub
https://github.com/Tinob/Ishiiruka



Configuration

Async shader options

[Image: wT4HDaK.png?1]

  • Full Async Shader = No slowdowns caused by shaders compilation . -> Requeriments: Low CPU (Possibles Glitches)
  • Predictive FIFO + Full Async Shader = Less slowdowns caused by shaders compilation. -> Requeriments: High CPU depending of the game. (Reduce Possibles Glitches)
  • Predictive FIFO = Less slowdowns caused by shaders compilation. -> Requeriments: High CPU depending on the game. (No Glitches)
  • Predictive FIFO + Wait for Shader = Safe way to avoid Fifo Resets. Fix FZero and MP slowdown caused by FIFO Resets. -> Requeriments: High CPU depending of the game. (No Glitches - This option is not usefull to avoid compilation time is the opposite to "Full Async Shader")

DSP Options - Time streching

[Image: xnIy2s0.png?1]

Enable sound streching to avoid crackling because of slow VPS in the emulation.
It will introduce some latency.


Async Shader Compilation Demos
http://www.youtube.com/watch?v=Li28qvfnSkM


Credits

Marcosvitali for the hard work on the predictive FIFO and for new ordered main post
JMC47 for sufering testing my code and producing videos
Galop for GPU texture Encoder/Decoder implementation from his DX11 improve branch.
Xnessax for ishiiruka art
hdcmeta for dx12 backend
stenzek for new post processing shaders
gamax92 nice fixes to issues in the code.
Official Dolphin Developers

Thank you so much with you dolphin build 560(df72df0) 17-02-2016.x64 was wonderfull Heart Now I can play without any problem sounds
it has resolved all its crunch problems I had with all the other old or new version of dolphin
I happen to have 60 fps average in the game which is very good for me because my config is rather old
Intel Quad Q9550 - 8go ram - HD 4890 2go

Here are the settings for my setup in dolphin :
https://1fichier.com/?ys3e3m5yab

I use the [HD Texture] Star Wars Rogue Leader & Rebel Strike to General_Han_Solo :
https://forums.dolphin-emu.org/Thread-hd-texture-star-wars-rogue-leader-rebel-strike-jedi-knight-15th-feb-2016

especially for games:
Star Wars: Rogue Squadron 2 - Rogue Leader :
Sound and music ok
60 fps in almost all missions playing with or without the texture pack hd
I just found some bugs in the game
example with the mission of the Death Star at the end of the mission the game then blocks with other dolphin version of the mission works well without bug.
Death Star end crash : https://1fichier.com/?w3x7sch8y6
forced to close the emulator with the task manager
Same for the bonus mission of the asteroid field when I want to start the game dolphin crashes

by cons I encounter big problems slowing the game Star Wars: Rogue Squadron 3 - Rebel Strike
a very significant drop in framerate with or without the HD texture pack
the fps are highly variable with this game
Sometimes I can get 60 fps but this is very rare.
more often and at worst I'm between 37 and 40 fps
Is there a more important resource request to strike rebel?

I buy a used GameCube with these 2 games star wars games work very well and very fast but the problem is the display on the flat screen Full HD quality picture is not very beautiful.
Dolphin on quality is much better.
Yet I buy a converter scart to hdmi
http://www.amazon.fr/SCART-HDMI-vers-Convertisseur-signal/dp/B00AYUJCPK
But even with the boxes I can see the game on my television in 1920 * 1080 60hz but the result is not as good as with dolphin

for every other game I have no problem fps everything is very fluid and no bug sound or music.
dolphin interface with others games : https://1fichier.com/?523cv0dr6g
your version of dolphin is really beautiful
Congratulations on your work
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02-22-2016, 11:34 AM
#4,019
Hyllian Offline
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Here's a comparison between super-xbr running on Ishiiruka and on Retroarch:

http://screenshotcomparison.com/comparison/162879

This is RE Remake logo. The same code. Pass the mouse over to see the differences
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02-22-2016, 01:17 PM
#4,020
Kamikaze_Ice Offline
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(02-22-2016, 11:34 AM)Hyllian Wrote: Here's a comparison between super-xbr running on Ishiiruka and on Retroarch:

http://screenshotcomparison.com/comparison/162879

This is RE Remake logo. The same code. Pass the mouse over to see the differences

Restroarch = better filtering effect (see: white outline corner under letter "P"), more vibrant colors (not "better" colors. I'm to lazy to drag my ImageMunki out to compare readings) but has dithering artifacts (see: blue background in the open area of letters "CO"
Ishiiruka = shader effect need work (as if you didn't know that already Tongue), colors less vibrant compared to Retroarch, but also has no dithering artifacts.


For some reason, I have a feeling the headache you are having with shaders is with the emulators' rendering process. This is the same reason why forcing driver antialiasing doesn't work in OpenGL or becomes slightly more blurry than it should when forcing "enhance application" antialiasing with "Application Controlled" AA mode with forced SGSSAA transparency supersampling.
I don't know if the current implementation is a good or bad practice, but it's what the developers have chosen to build upon and I'd like to put faith that they are making the most reasonable decisions to balance speed with accuracy with out reinventing their wheel (I remember a few of the devs liked to be lazy... Delroth? Tongue)
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