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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-07-2016, 07:16 PM
#4,131
Aleron Ives Offline
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4x SSAA reduces shimmering when the scene is in motion more effectively than 2x SSAA does, though.
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03-07-2016, 09:04 PM
#4,132
CowlScatman Offline
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I have a very odd question.
Is it possible to force phong lighting onto any texture thats not affected by specular lighting? I had plans to do some stuff to wind waker but cant do it without speculars.

Example: i had a new rock texture i was gonna work with https://i.gyazo.com/e53322f2b5f88c6ee2ca604ef309c8b9.png

This is it with the fancyness https://i.gyazo.com/757393f19a41a672fcbc77b0ebe3e4d9.gif
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03-07-2016, 09:16 PM
#4,133
Ramoth Offline
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(03-07-2016, 02:35 PM)rlaugh0095 Wrote: 4k with 2xssaa is all one needs for sharpness. :3 

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

SSAA only works for 3D.
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03-07-2016, 11:20 PM
#4,134
Tino Offline
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(03-07-2016, 09:04 PM)CowlScatman Wrote: I have a very odd question.
Is it possible to force phong lighting onto any texture thats not affected by specular lighting? I had plans to do some stuff to wind waker but cant do it without speculars.

Example: i had a new rock texture i was gonna work with https://i.gyazo.com/e53322f2b5f88c6ee2ca604ef309c8b9.png

This is it with the fancyness https://i.gyazo.com/757393f19a41a672fcbc77b0ebe3e4d9.gif

is not hard to force specular ligth in to objects, the problem is that there are no lights in the games, and without ligths specular reflections are useless.
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03-07-2016, 11:48 PM (This post was last modified: 03-07-2016, 11:49 PM by masterotaku.)
#4,135
masterotaku Offline
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(03-07-2016, 11:20 PM)Tino Wrote: is not hard to force specular ligth in to objects, the problem is that there are no lights in the games, and without ligths specular reflections are useless.

What about tessellation? Is lighting really required for that? I would like to bring tessellation to Zelda OOT Smile.
CPU: Intel Core i5 4670k @ 4.4GHz
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03-08-2016, 12:06 AM
#4,136
Tino Offline
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is not required, i can force tessellation into every model even with no ligths, is a little more work but is posible.
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03-08-2016, 12:11 AM (This post was last modified: 03-08-2016, 12:12 AM by keem85.)
#4,137
keem85 Offline
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(03-05-2016, 07:25 AM)Tino Wrote: @keem85
under [Enhancements] secti of your game ini you have to add
PostProcessingEnable = true
PostProcessingTrigger = 3
PostProcessingShaders = DolphinFX:IshiirukaFX
in the order you need to load the shaders

I haven't tried this yet (trigger and enable), since I've been away for a couple of days, but I remember trying the postprocessingshader under video enhancements.. They didn't load..
1. I loaded up DolphinFX and IshiirukaFX on my "Graphics" panel in Ishiiruka emulator.. I then edited to my liking.. I then added these lines to the .ini file, and then proceeded to remove DolphinFX and IshiirukaFX from the graphical panel.. When I then loaded up TP, I assumed that the shaders would load, because I put it on the .ini file.. But they did not load..

It seems I have to manually add  and remove the shaders every time I want to play TP or other games.. It's very cumbersome..
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03-08-2016, 12:47 AM
#4,138
leolam Offline
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Did you use [Enhancements] or [Video_Enhancements]? You should be using the latter.
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03-08-2016, 12:49 AM
#4,139
keem85 Offline
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(03-08-2016, 12:47 AM)leolam Wrote: Did you use [Enhancements] or [Video_Enhancements]? You should be using the latter.

I used the latter, as the official guide suggested.. But it also said "This only works with OpenGL".. So maybe the issue lies there.. I don't know. I need to use DX11 with Ishiiruka.. Especially with TP and Tomoya pack.
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03-08-2016, 01:45 AM
#4,140
otherman Offline
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Some crazy ideas for "fake" lights with specular reflection: is it possible, from the depth buffer, find the center of visible scene, and put there a configurable light affecting only the forced specular materials? Then the light could have a intencity multiplier changing with the general luminosity of the scene. This way, the light moves with the view, but maybe makes a good fake for the effect.

Otherwise, tesselation without lights would be a great thing, especially for n64 and GC emulation.
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