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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
03-08-2016, 01:02 PM
#4,141
Kamikaze_Ice Offline
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(03-07-2016, 09:16 PM)Ramoth Wrote: SSAA only works for 3D.

Not true.
SSAA is a full screen anti-aliasing method. To put simply, SSAA is basically downsampling, only it's not. SSAA does render at 2/4/8x resolution but unlike downsampling SSAA uses an ordered grid pattern for taking color samples. Again, basically, as SSAA does NOT do the same thing or make the same results as downsampling (important differences: sampling patterns & how both work with shaders). From earlier threads in the forum it appears Dolphin does not have a good (down)scaling filter. I don't know if this has been addressed yet, so take this with a grain of salt. If no, then if you are downscaling via Dolphin you will get better quality using SSAA OR other non-Dolphin methods (like DSR if you have an Nvidia card. Dunno if GeDoSaTo and simmilar will work with Dolphin).

You can also force SGSSAA in DirectX11 (I can't speak for Dx9/12 as I don't use this) via Nvidia Inspector like THIS (my settings).
I've not used ATi (AMD now) cards since the 9800XT (centuries ago in tech years) so I don't know if they have a similar option?

To illustrate, here are some screenshots for comparisons. Note the title for each screenshot.
Also, I'm not using any post-processing AA methods like FXAA/SMAA, nor downscaling, nor any scaling shaders ala Hyllian's stuff or similar.
Internal Resolution = 3x (1920x1584)
Display Resolution = 1920x1080
Post-processing trigger = On EFB Copy (this keeps depth effect shaders from screwing with the UI/2d elements, otherwise it would be very translucent)

Dolphin @ none vs Dolphin @ 2x MSAA
Dolphin @ 2x MSAA vs Dolphin @ 2x SSAA - You can see SSAA does it's magic on the UI (Mumkhar's mouth, text, etc)

And here, have some more screenshots (Dolphin vs Driver forced AA)
Dolphin @ none vs Forced 2x SGSSAA & Dolphin @ none - While this setting should never be used, here is one just because I could. In earlier builds, Forced+none did not look like this. I don't have screenshots from then, and to lazy to take some--it looked like a terrible FXAA (even by FXAA standards).
Forced 2x SGSSAA & Dolphin @ none vs Forced 2x SGSSAA & Dolphin @ 2x MSAA - Same as above. Just being thorough

Dolphin @ 2x SSAA vs Forced 2x SGSSAA & Dolphin @ 2x MSAA - Both are very close to eachother, except for the grass/shrubberies... in a screenshot.
I prefer how foilage looks in the distance when using SGSSAA, but what you can't see is how much better SGSSAA is in motion, and this is why SGSSAA is the best* AA method which is why I will tweak performance to keep it instead of using other AA methods which have far less of a hit on performance.
*My opinion. If you want technical reasons why, go google it. There are many people far more knowledgable than I (NaturalViolence, Durante, BONKERS are a few I remember frequently discussing AA methods).

And here is one to show off Hyllian's Jinc2-sharper shader (same settings, 2x SGSSAA & Dolphin @ 2x MSAA)
Without a scaling shader vs Hyllian's Jinc2-sharper - I use Jinc2-sharper. It cleans up the blur caused by forcing SGSSAA without compatibility flags (which is already barely noticable outside of zooming in on screenshots)
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03-08-2016, 01:18 PM
#4,142
Kamikaze_Ice Offline
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(03-08-2016, 01:45 AM)otherman Wrote: 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.
I don't see how we could force a lightsource and have it interact with objects in the game that had no light source to begin with. But then again, I don't know what I'm talking about Tongue
Either way that seems like it would be entirely game specific, 'cause game engines, and as Hyllian mentioned each game uses the depth buffer entirely different (most being "badly").

I do think it would be easier to mod a game that already has a working light source and redirect/apply/force it onto other objects and stuff, like whichever Zelda game has it but it is only done on Link and no where else. I've seen vaguely similar things done via gameshark in PSX/PS2 games (taking entity that was anchored to one model and having it load with different entities, but they never did stuff like emitting light).
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03-08-2016, 02:22 PM (This post was last modified: 03-08-2016, 02:23 PM by jonaand2.)
#4,143
jonaand2 Offline
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in mario kart wii sometimes get this issue and sometimes is fine, always using directx 12
[Image: 56660210447029106379.png]
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
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03-08-2016, 03:17 PM
#4,144
DarthVitrial Offline
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Could you merge PR 3718?
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03-08-2016, 03:21 PM
#4,145
luizfersam Offline
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Im having this issue with mario kart wii in dx 12 when i have the async option on, but only when the race starts! i think is something with the shander cache, it disappears after the shader cache was loaded, can u help me tino? sorry for the confusing explanation, I do not know how to explain what happens... Sad


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03-08-2016, 03:52 PM
#4,146
CowlScatman Offline
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(03-08-2016, 12:06 AM)Tino Wrote: is not required, i can force tessellation into every model even with no ligths, is a little more work but is posible.

If you did this i would be rock hard.
After seeing the tomoya hd project i wanted to do wind waker the same justice. It just screams tesselate me Tongue
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03-08-2016, 11:12 PM
#4,147
FatherMother Offline
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Pandora's Tower still freeze every time you try to craft something.

Latest Master seems flawless, pretty sure is a Ishiiruka bug.
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03-09-2016, 03:24 AM
#4,148
Tino Offline
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@jonaand2, @luizfersam : that is a known issue of using async shaders, you will have to chooze stutering vs issues.
@FatherMother: can you give more detail on the issue?
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03-09-2016, 05:12 AM
#4,149
FatherMother Offline
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(03-09-2016, 03:24 AM)Tino Wrote: @jonaand2, @luizfersam : that is a known issue of using async shaders, you will have to chooze stutering vs issues.
@FatherMother: can you give more detail on the issue?

Ehi Tino! first of all thanks for your wonderful work.

About the problem, the fps drop to zero when the crafting animation is executed.

There's a post about this problem in the game thread so I think it's an old bug introduced in some master revision that for some reason keeps recurring in Ishiiruka.
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03-09-2016, 08:45 AM
#4,150
luizfersam Offline
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(03-09-2016, 03:24 AM)Tino Wrote: @jonaand2, @luizfersam : that is a known issue of using async shaders, you will have to chooze stutering vs issues.
@FatherMother: can you give more detail on the issue?
But with dx 11 i dont have this issues, this ''black things'' just the normals things with async shander, like the model not appear when the shander is loading...
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