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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
03-13-2016, 08:19 AM
#4,161
StripTheSoul Offline
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Also, it would be tons of work. I think I remember Tino already answered that question with a 'no'.
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03-13-2016, 08:58 AM
#4,162
LikeADolphin Offline
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(03-13-2016, 06:41 AM)Kurausukun Wrote: I don't think an Android release would be very helpful considering the point of this version is to speed up the D3D backends on Windows specifically.
I know, I know but i'm wondering if it would be possible

(03-13-2016, 08:19 AM)StripTheSoul Wrote: Also, it would be tons of work. I think I remember Tino already answered that question with a 'no'.
Well i can't scroll through 417 pages of this just for one answer
My computer is a alienware alpha i3 can't be stuffed to make a dang custom build (Ishiiruka 1440p Full Speed FTW)
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03-14-2016, 02:47 AM
#4,163
Khronikos Offline
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Possible yes, worth the amount of work no. You would be specifically making a build of Dolphin that is almost solely for people with high-end PCs, at least capable of using texture packs and post processing, for a phone. I wouldn't see the point of all that work just to satisfy a couple phone users lol. Yeah, it would be a LOT of work.
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03-14-2016, 02:52 AM
#4,164
StripTheSoul Offline
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@Khronikos: Well, there already IS an Android version of Dolphin, but just look at how much Tino already has on his hands in this thread with Ishiiruka alone.
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03-14-2016, 09:49 PM
#4,165
degasus Offline
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(03-12-2016, 06:33 PM)LikeADolphin Wrote: Any chance of a Android release Tino?
I think you've missed the point of Ishiiruka. It's not a superset of dolphin, it's a modified version for special requirements. It's a nice plattform for checking the behavior of experimal features. If you're looking for general usage, just stay on master Wink

But I doubt it's such a huge work to fix the ARM issues in this branch (through there are some of them, almost for sure.) Just start with it, LikeADolphin Wink Perfect programming knowlegde isn't required for such a step.
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03-15-2016, 09:43 AM (This post was last modified: 03-16-2016, 06:09 AM by Hyllian.)
#4,166
Hyllian Offline
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I've ported a first version of Super-xBR as a texture scaler to Ishiiruka. It's an experimentation yet, very slow and may produce some glitches in texture boundaries.

It's in the same combo box as the other texture scalers, though only works with 2x scale factor.

I'll let a link here for anyone who wanna test:

https://dropfile.to/SlPGs
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03-15-2016, 12:34 PM
#4,167
Ramoth Offline
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(03-15-2016, 09:43 AM)Hyllian Wrote: I've ported a first version of Super-xBR as a texture scaler to Ishiiruka. It's an experimentation yet, very slow and may produce some glitches in texture boundaries.

It's in the same combo box as the other texture scalers, though only works with 2x scale factor.

I'll let a link here for anyone who wanna test:

https://dropfile.to/rSPFN

Excellent! Is this a shader or a pixel filter like XBRZ?
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03-15-2016, 06:31 PM
#4,168
Hyllian Offline
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CPU filter --> http://pastebin.com/cbH8ZQQT
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03-15-2016, 09:05 PM
#4,169
Ramoth Offline
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(03-15-2016, 06:31 PM)Hyllian Wrote: CPU filter -->  http://pastebin.com/cbH8ZQQT

This filter is it single or multipass like regular super xbr?
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03-15-2016, 09:33 PM (This post was last modified: 03-16-2016, 01:22 AM by Hyllian.)
#4,170
Hyllian Offline
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(03-15-2016, 09:05 PM)Ramoth Wrote: This filter is it single or multipass like regular super xbr?

Multipass. Super-xBR can't work in single pass. And that's why it is at least three times slower than the other texture scalers in Dolphin.

When Ishiiruka implement texture scaling by shaders, then you'll have full sxbr support and from many other filters.


That sxbr cpu filter isn't on par with the shaders yet (on IQ). It lacks some features I had to take off or else it would become slideshow. Other than that, I noticed that in games that use tiled textures (all pre-rendered Resident Evil for GC/Wii), texture boundaries are visible when you use sxbr. I don't know yet how to solve it (maybe it's unfixable). I can notice these seams with other texture scalers too, though much more subtle.

A full-fledged Super-xBR implementation can reach this quality --> http://neogaf.com/forum/showpost.php?p=198043841&postcount=269

Those shots were taken using Retroarch's Shaders. Now see these screenshots taken with this Ishiiruka's Super-xBR CPU filter:

[Image: GLEE08_5.png]

[Image: GLEE08_1.png][Image: GLEE08_2.png][Image: GLEE08_3.png]

[Image: GLEE08_4.png][Image: GLEE08_5.png][Image: GLEE08_6.png]

[Image: GLEE08_7.png][Image: GLEE08_8.png][Image: GLEE08_9.png]

[Image: GLEE08_10.png][Image: GLEE08_11.png][Image: GLEE08_12.png]

[Image: GLEE08_13.png]

The one in this experimentation is inferior, because those pre-rendered texture are split in multiple tiled textures and filtered independetly, so the seams become totally visible.

EDIT: Now I noticed other thing, the tiled textures are low res when compared to fullscreen textures. I don't know if it's a characteristic of RE games on GC/Wii.

EDIT2: It's a common issue when applying a filter to textures. It happens with other emulators like PPSSPP. It's an unsolved problem.
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