(03-17-2016, 09:34 AM)Kamikaze_Ice Wrote: @HyllianI'm working on it yet! And it's only for specific games. The idea is to segment and then filter different parts. The standard shaders don't work properly in these games if you feed them with raw images, because these games are upscaled already in some parts. It's a problem of ports. Other than that, when you increase internal res, you are upscaling the game before feeding the shader, which means the same thing: you're generating parts in high res let others in low res (basically sprites and other 2D parts).
So now that you can seperate the screenspace into segments by quality (blue/grey), are you using this like an image mask to apply filtering to specific areas only? In other words, how does this benefit you in dealing with problems with tiling (half-pixel coordinate rounding?) or whatever other shader(s) you are playing with?
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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03-17-2016, 10:29 AM
03-17-2016, 10:48 AM
(03-17-2016, 10:29 AM)Hyllian Wrote: I'm working on it yet! And it's only for specific games. The idea is to segment and then filter different parts. The standard shaders don't work properly in these games if you feed them with raw images, because these games are upscaled already in some parts. It's a problem of ports. Other than that, when you increase internal res, you are upscaling the game before feeding the shader, which means the same thing: you're generating parts in high res let others in low res (basically sprites and other 2D parts). What program do you use for these images to see gray and blue colors? 03-17-2016, 10:51 AM
03-17-2016, 01:24 PM
updated the latest folder with a new version. Added and alpha implementation of post processing shader to the dx12 backend. there still a lot of issues but i need some testing in different plataforms to make debuging faster.
Issues I'm Aware: * Changing shaders while the game is running can sometimes corrupt shader output, only solved by emulator restart. * There are some reports that on nvidia cards after blit triguer causes a crash i need confirmation on this. * Stereo shaders sometimes crash the drivers, this is caused by a device Timeout that i still have to investigate more. testing is welcome. Enjoy. 03-17-2016, 02:56 PM
i play Star Wars Rogue Leader II with this amazing build and used sound hack
game is amazing 60fps but keep crashing and giving errors when i blow the death star in first level...any idea how to avoid it?
My [color=#FF4500]PC[/color]:
Intel i7 950 OC 4Gh, EVEGA GTX 780 SC ACX 3GB, Asus Sabertooth x58 RAM 16 GB 1600mhz CM HALF-X, (03-17-2016, 01:24 PM)Tino Wrote: updated the latest folder with a new version. Added and alpha implementation of post processing shader to the dx12 backend. there still a lot of issues but i need some testing in different plataforms to make debuging faster. Tino, using the DX12 backend I'm getting some sort of screen corruption *upon loading a game: ![]() Seems to be a random incidence though because if I stop the emulation and then start it again, it will load normally: ![]() PS There is a different corruption thing: ![]() When I first tried to consistently look for it to post it here, Ishiiruka/DX12 decided to cold freeze my computer and I had to do a hard reboot. Mind that the first corrupted screen happened with Ishiiruka-FX shader selected, the second one didn't have any shaders selected. 03-17-2016, 06:50 PM
03-18-2016, 02:42 AM
(This post was last modified: 03-18-2016, 02:46 AM by TailsTheGamer.)
(03-17-2016, 01:24 PM)Tino Wrote: * There are some reports that on nvidia cards after blit triguer causes a crash i need confirmation on this. On EFB Copy locks up my computer with DX12 (funny enough it's the infamous monitor shutoff bug with R9 285s/R9 380s that's unrelated to Dolphin and when it's not it's a BSOD reporting page fault in non page area atikmdag.sys.) I'm on an R9 285. Specifically in Sunshine right when you hit "Start" on the save selection screen. Works fine in DX11. [color=#ff6633]-MEOW-[/color]
03-18-2016, 07:16 AM
DX12 is still messing up HD texture mapping in the latest build. Not sure why it does it, and it is mostly noticeable in Super Smash Brothers.
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