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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
02-24-2016, 12:02 PM (This post was last modified: 02-24-2016, 12:46 PM by Kamikaze_Ice. Edit Reason: See *EDIT* comment )
#4,041
Kamikaze_Ice Offline
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Hyllian, we all want more from you. And Tino. And the whole motley crew that call themselves Dolphin developers/contributors.
Angel

But seriously, and I don't mean to put words in anyones mouth but we do appreciate the effort you (and Tino/Devs too) spend during valuable "free time" and most importantly the willingness to share the fruits of this effort. Even if some of us don't express it plainly. In my line of work (Land Surveying) you can tell how much someone appreciates ones effort because they will be more critical of said effort because they care.


That said, you say shader development?
Can't wait till Christmas/Festivus to see what it is Smile


Since I'm thinking of it, what kind of performance hit does one these have amongst another? I mean, you know exactly how each works so could you take a ballpark guesstimate based on their function on whether or not if one is noticeably faster or slower than another?
I've got a very beefy machine, but if you could provide this relative performance question it could help those with less powerful computers.
I just check myself, since everyone's different hardware combinations will behave differently, but I'm sure you know there are some people who just can't be bothered to check themselves (and fewer that even know how to compare them without direction--no offense).


*EDIT*
It's a pain in buttocks to easily compare the shaders due to what I tried to describe earlier about shaders locking themselves and crap.
If I'm using the "xbr-lvl2" resize shader and change to--for example lets say "super_xbr", it looks exactly the same.
Since they look the same I now change from "super_xbr" to "crt-hyllian". Well now I don't see the scanlines, but something something changes (very slight difference in alpha textures like leaves way off in the distance).
To look at the changes again, I now go from "crt-hyllian" back to "xbr-lvl2". Now there is scanlines!
I says to myself: "Self, wtf?" and change to (default)/passthrough/nearest-neighbor. Well hell, now I'm confuzzled because I know (default)/passthrough/nearest-neighbor does NOT look like that.

Note: I'm not saying Hyllian's shaders are screwed, but something is happening with Ishiiruka 568 (and earlier if this experience is the same I tried to describe a few posts ago) that makes changing shader settings a tedious process because you need to completely close and restart the game to see current settings' results (i.e. restart the rendering thread(s).
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02-24-2016, 12:32 PM
#4,042
Hyllian Offline
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Most of these shaders run faster in my laptop than if I use only 4xMSAA. Maybe only adpative-sharpen is slower.

I recommend using them at 1x IR, the HUD and videos get much better. But, maybe you like it at 2x plus 4xMSAA for a totally smooth 3D polygons.
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02-24-2016, 12:40 PM (This post was last modified: 02-24-2016, 12:41 PM by otherman.)
#4,043
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(02-24-2016, 10:35 AM)Hyllian Wrote: Holy shit, man! You're insatiable! I just finished porting these shaders and you're already asking for others! It was a pain in the ass to port these and work with Tino in figuring out some of the bugs. Now I'll go back to develop shaders, no more ports for now.

First, thank you and Tino for your amazing work.
Now... If you are looking for some new shader... Tongue what do you think about local contrast enhancement? (there an explenation http://www.cambridgeincolour.com/tutorials/local-contrast-enhancement.htm)
An "easy" implimentation is possible with an unsharp mask with low values and large diameter; while imho the best results are achieved whit adobe photoshop camera raw/lightroom "clarity" slider.
It's great on photos, but actualy I use it on my 3d renders too for a "pop" effect, then I think it'll be good to have in post-processing.
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02-24-2016, 01:00 PM
#4,044
Tino Offline
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updated the latest folder with a new version, just some fixes to dx12 and included Hyllian's shader pack. Enjoy
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02-24-2016, 01:00 PM (This post was last modified: 02-24-2016, 01:01 PM by Hyllian.)
#4,045
Hyllian Offline
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(02-24-2016, 12:02 PM)Kamikaze_Ice Wrote: *EDIT*
It's a pain in buttocks to easily compare the shaders due to what I tried to describe earlier about shaders locking themselves and crap.
If I'm using the "xbr-lvl2" resize shader and change to--for example lets say "super_xbr", it looks exactly the same.
Since they look the same I now change from "super_xbr" to "crt-hyllian". Well now I don't see the scanlines, but something something changes (very slight difference in alpha textures like leaves way off in the distance).
To look at the changes again, I now go from "crt-hyllian" back to "xbr-lvl2". Now there is scanlines!
I says to myself: "Self, wtf?" and change to (default)/passthrough/nearest-neighbor. Well hell, now I'm confuzzled because I know (default)/passthrough/nearest-neighbor does NOT look like that.

Note: I'm not saying Hyllian's shaders are screwed, but something is happening with Ishiiruka 568 (and earlier if this experience is the same I tried to describe a few posts ago) that makes changing shader settings a tedious process because you need to completely close and restart the game to see current settings' results (i.e. restart the rendering thread(s).

What's your output resolution (your monitor screen)?

crt-hyllian only shows scanlines if your resolution is at least 1080p and internal res is 1x. It doesn't work with high internal res. I can make a version that can work with a lower resolution, but it would be considered a hack. I have that hack in Retroarch. The issue of CRT shaders and systems that run native at 640x480 is already known (DC, GC, etc).

Which backend are you using? OGL? D3D?
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02-24-2016, 01:05 PM
#4,046
Sammy55 Offline
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(02-24-2016, 11:55 AM)Hyllian Wrote: inside the zip the shaders are already in the correct folders. You'll see the same folder inside Dolphin installation folder (inside Sys).

If it'll run ok on your PC. I have no idea. Just test it and prove to yourself.

Thanks buddy for the info Smile
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02-24-2016, 09:43 PM (This post was last modified: 02-24-2016, 09:44 PM by beatlep.)
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beatlep Offline
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570 is 5 fps slower for me than 568 in DX12 in DKC Returns in the full island view.
100 fps in 568
95 in 570

Is more than playable but i thought you will like to know.
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02-24-2016, 10:26 PM
#4,048
Tino Offline
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(02-24-2016, 09:43 PM)beatlep Wrote: 570 is 5 fps slower for me than 568 in DX12 in DKC Returns in the full island view.
100 fps in 568
95 in 570

Is more than playable but i thought you will like to know.

yes already see the speed lost, i'm just merging fixes from master, will try to  review the changes to see if something can be improved.
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02-24-2016, 10:35 PM
#4,049
Kamikaze_Ice Offline
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(02-24-2016, 01:00 PM)Hyllian Wrote: What's your output resolution (your monitor screen)?

crt-hyllian only shows scanlines if your resolution is at least 1080p and internal res is 1x. It doesn't work with high internal res. I can make a version that can work with a lower resolution, but it would be considered a hack. I have that hack in Retroarch. The issue of CRT shaders and systems that run native at 640x480 is already known (DC, GC, etc).

Which backend are you using? OGL? D3D?

Your shaders work just fine. Like I said, I was only using them as an example to illustrate the strangeness I experience SOMETIMES. Once that "sometime" happens, all shaders behave as I described (settings not changing correctly, loading different shaders in a specific order will get borked so my "currently loaded shader" is really the third or fourth shader last loaded, or settings window not showing at all)
This all gets fixed by stopping a game and reloading it (i.e. restarting the rendering process).
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02-25-2016, 12:33 AM
#4,050
Panchito Offline
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(02-24-2016, 10:35 AM)Hyllian Wrote: Holy shit, man! You're insatiable! I just finished porting these shaders and you're already asking for others! It was a pain in the ass to port these and work with Tino in figuring out some of the bugs. Now I'll go back to develop shaders, no more ports for now.


Yeah, this place can be like that.

For that it's worth, a huge thanks for you and tino for all your hard work on this, at least on my side it is very much appreciated.


Cheers.
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