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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-06-2016, 07:27 PM (This post was last modified: 03-06-2016, 07:56 PM by kirbypuff.)
#4,121
kirbypuff Offline
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(03-06-2016, 01:03 PM)Tino Wrote: updated the latest folder with a new version, just small fixes and merges from master.

Custom texture bugfixes, BBox / RealXFB support for Direct3D12 and a small, but nice UI improvement. Looks good.
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03-07-2016, 02:20 AM (This post was last modified: 03-07-2016, 02:20 AM by DarthVitrial.)
#4,122
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You added PR 3713? It looks like it just got an update, can you confirm Ishiiruka has the latest version of said PR?

Also, is it me or does the new version inclue PR 3142? Big Grin
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03-07-2016, 02:55 AM
#4,123
Tino Offline
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the last update to PR 3713 is still not merged, 3142 is already merged
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03-07-2016, 05:58 AM
#4,124
aVia
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I just installed HD Textures from here-- and verified they were in the right folders and that my texture settings are correct. They're not loading!  Confused I saw in another thread that they're not working due to all the files being named incorrectly-- can someone send me a version that works? EDIT: some of the effects are working, but not the terrain textures.
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03-07-2016, 06:17 AM
#4,125
Ramoth Offline
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(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).

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!

So in Ishiiruka you use depth buffer access to omit 3D I was wondering if that feature could be used for this. 
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03-07-2016, 06:23 AM
#4,126
Tino Offline
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(03-07-2016, 05:58 AM)aVia Wrote: I just installed HD Textures from here-- and verified they were in the right folders and that my texture settings are correct. They're not loading!  Confused I saw in another thread that they're not working due to all the files being named incorrectly-- can someone send me a version that works? EDIT: some of the effects are working, but not the terrain textures.

can you point to the exact pack that you downloaded and what configuration are you using?
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03-07-2016, 06:50 AM
#4,127
Hyllian Offline
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(03-07-2016, 06:17 AM)Ramoth Wrote: So in Ishiiruka you use depth buffer access to omit 3D I was wondering if that feature could be used for this. 

Yes. The only problem is that few GC/Wii games use Depth Buffer properly. Most of them simply don't use it. So, the filter is useless on most of them.
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03-07-2016, 07:58 AM
#4,128
masterotaku Offline
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(03-07-2016, 05:58 AM)aVia Wrote: I just installed HD Textures from here-- and verified they were in the right folders and that my texture settings are correct. They're not loading!  Confused I saw in another thread that they're not working due to all the files being named incorrectly-- can someone send me a version that works? EDIT: some of the effects are working, but not the terrain textures.

Unless this has been fixed, Ishiiruka builds don't load .jpeg textures, only .png and .dds textures. You have two options: convert the .jpeg textures to one of those formats or use the official builds. To convert them to .png easily, you can use Bulk Image Converter.
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03-07-2016, 02:03 PM (This post was last modified: 03-07-2016, 02:17 PM by Ramoth.)
#4,129
Ramoth Offline
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(03-07-2016, 06:50 AM)Hyllian Wrote: Yes. The only problem is that few GC/Wii games use Depth Buffer properly. Most of them simply don't use it. So, the filter is useless on most of them.
Perhaps could you use the traditional method like the one in retroarch as a fallback?
By the way if you ever decide to port anything else then the reason I mentioned superres is because it gives the best sharpness in combination with other shaders and natural vision shader is good in combination with xbr. I'm a fan of AA 4.o shader since it seems to work for both 2D and 3D unlike traditional AA methods.
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03-07-2016, 02:35 PM
#4,130
rlaugh0095 Offline
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(03-07-2016, 02:03 PM)Ramoth Wrote: Perhaps could you use the traditional method like the one in retroarch as a fallback?
By the way if you ever decide to port anything else then the reason I mentioned superres is because it gives the best sharpness in combination with other shaders and natural vision shader is good in combination with xbr. I'm a fan of AA 4.o shader since it seems to work for both 2D and 3D unlike traditional AA methods.

4k with 2xssaa is all one needs for sharpness. :3 

Spoiler: (Show Spoiler)
[Image: 588e30070b.png]
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