@chmcarro: please try 570 and let me kenow if the issue persists
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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02-26-2016, 07:28 AM
This is a beta shader I made to test Ishiiruka's Graphics using Internal Res at 2x. It intends to filters only HUDs and FMVs, and let unfiltered the 3D models (so using IR improves quality).
Super Mario Sunshine works very well with it! Though some games don't, bacause depth isn't well defined in them. The shader uses the depth buffer to guess if some fragment is from hud/movie or is from a 3D model. http://pastebin.com/K8MLeTgQ Save it as jinc2-sharper-3d-beta.glsl and put inside 'Scaling' folder. Set internal res to 2x and run the game. I only tested with Luigis Mansion and Super Mario Sunshine. You can test with 4x IR too, though for it to work you need to change a shader param (internal res bind) from 2 to 4. EDIT: Mario Kart DD works well too! 02-26-2016, 09:06 AM
updated the lates folder witha new version, some fixes from master, anisotropic filter issues under dx9, 11, and 12 should be fixed. change some code in the post processing framework to improve performance. feedback is welcome, Enjoy.
02-26-2016, 09:25 AM
(This post was last modified: 02-26-2016, 09:26 AM by TailsTheGamer.)
(02-26-2016, 08:09 AM)Hyllian Wrote: This is a beta shader I made to test Ishiiruka's Graphics using Internal Res at 2x. It intends to filters only HUDs and FMVs, and let unfiltered the 3D models (so using IR improves quality). I'm not exactly sure what it's meant for, (I'm confused as to what you said), but it functions just as well as SMS in twilight princess [GC] for me. [color=#ff6633]-MEOW-[/color]
02-26-2016, 09:35 AM
(02-26-2016, 09:25 AM)TailsTheGamer Wrote: I'm not exactly sure what it's meant for, (I'm confused as to what you said), but it functions just as well as SMS in twilight princess [GC] for me.For now it's beta yet, so, many game don't work with it. What it does: it only filter (with jinc filter) the HUDs, movies and some 2D textures. It uses the depth buffer to avoid filtering 3D models (so that the game benefits from increased internal res). I need to test more and improves the depth params so that it can support more games. When it fails to filter huds with jinc, then Dolphin fallback to bilinear filtering (if you have eagle eyes, you can notice it). 02-26-2016, 11:09 AM
02-26-2016, 11:17 AM
Hyllian, I think it might be a good idea to try any shaders you make in a few different games.
I know some games have some really strange stuff going on as far as the depth buffer info goes, so I suspect other issues that may happen in a few games would allow you to produce a better quality shader. But this all depends on what you are trying to do with said shader(s). And if you don't have many games, you could ask around for some FIFO (wiki link) files, so you could load those to check for any issues without buying the game yourself. I'm not trying to make you work harder than you already do, Hyllian. I'm probbably just being Captain Obvious here (you already testing in multiple games). Also, Ishiiruka has a shader trigger (Swap/Projection/EFB Copy/After Blit) that might be of use to you if you want to create specialized shaders (they would only effect certan aspects). Example, I use EFB Copy with Xenoblade. This prevents depth buffer effects from being overlayed in menus due to how the game works, and it does not make the hud or 2d screen elements partially transparent (common effect of shaders with Swap--the default trigger). Side effects: shader effects are amplified, so a 25% saturation in Swap would become something like 60% or more (numbers for illustration only, not exact), and EFB effects are rendered after shader effects (read: unaffected by shaders, but I don't want SSAO/SSGI/tone mapping being applied to them anyways since it's only stuff like light blooms and such for Xenoblade). Also also, Tino has mentioned recently that he has plans to allow shaders access to game data (and other goodies). He hasn't shared any details beyond that particular post, so you might need (or want) to adjust your shaders when said feature(s) are included. Speaking of games behaving differently than typical, is there a place where we could see reports of such games? Y'know, like a list of games and shader effect(s)?
I'm yet to understand all features in Ishiiruka. Unfortunately I don't have much time to test shaders on dozens of games. It isn't so critical as programming the emulator itself. A shader won't crash or break Dolphin, at worse it'll just look ugly. Anyway, this last shaders is just a test, it's expected to not work on a bunch of gamesm though when it works, it looks very good! I like to share the things I have been figuring out, but if you prefer I can just take it with me and only release something if it's full fledged (it takes time, though).
O emulador esta travando quando carrega o jogo metroid om
Notebook acer intel hd4400 core i3 8 gb ddr3 Windows 7 64 Este erro aparece quando utiliza dx11 Quando eu seleciono dx9 o emulador roda sem problemas Assinatura do problema: Nome do Evento de Problema: APPCRASH Nome do Aplicativo: Dolphin.exe Versão do Aplicativo: 0.0.0.0 Carimbo de Data/Hora do Aplicativo: 56cf85bd Nome do Módulo de Falhas: d3d11.dll Versão do Módulo de Falhas: 6.2.9200.16570 Carimbo de Data/Hora do Módulo de Falhas: 5153b56b Código de Exceção: c0000005 Deslocamento de Exceção: 00000000000d6f09 Versão do sistema operacional: 6.1.7601.2.1.0.256.48 Identificação da Localidade: 1046 Informações Adicionais 1: f296 Informações Adicionais 2: f296c3071f4634b2bc7bdeb548a34486 Informações Adicionais 3: 3592 Informações Adicionais 4: 3592bf08e8d701eed3e9a257234bb293 Leia nossa declaração de privacidade online: http://go.microsoft.com/fwlink/?linkid=1...cid=0x0416 Se a declaração de privacidade online não estiver disponível, leia nossa declaração de privacidade offline: C:\Windows\system32\pt-BR\erofflps.txt |
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