https://www.youtube.com/watch?v=kBZveKds6wM&feature=youtu.beBest part I found thus far about the new feature
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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03-22-2016, 12:12 PM
https://www.youtube.com/watch?v=kBZveKds6wM&feature=youtu.beBest part I found thus far about the new feature
03-22-2016, 03:19 PM
Rim Lighting very nice in Beach Spikers - Virtua Beach Volleyball ....
![]() Thanks Tino
This is a shader I made specially for only two games: Resident Evil 2 and Resident Evil 3. I'm a hardcore fan of these games
. I don't think it works with other games.BTW, today is the 20th anniversary of this franchise! So, this is my tribute! jinc2-multi-res:
jinc2-multi-res.zip (Size: 3.03 KB / Downloads: 144)
I've studied the two GC ports and figured out that Capcom use multiple resolution for the pre-rendered. So, I developed a resolution detector and used two jinc resamplers to filter the layers. At first I thought it would be possible with a texture scaler, but no texture scaler works with the tiled textures. So, the only solution would be using shaders at the final framebuffer. This shader only works at 2xInternal Res. And you have to disable all texture filters. My config for it is in this image: ![]() It isn't perfect, some glitches may appear here and there, but the benefits are worth: ![]() ![]() ![]() ![]() ![]() ![]() I've never seen RE3 with graphics so good! 03-24-2016, 08:06 AM
(03-22-2016, 11:31 AM)Hyllian Wrote: Though sxbr is present in Madvr, I have never seen its sources (as MadVR is closed source). But SuperRes is available in MPDN' sources and some time ago I tried to port it to Retroarch shader specs. Unfortunately I couldn't achieve a successfull port, or I didn't understand well the sources. It's a complex multipass shader that provide very subtle sharpness to images and it's very hard to debug. There's a big difference between movies and modern games: the latter often render framebuffers with many layers (at different resolutions) and the former almost exclusively is a frame of unique resolution, which is much easier to filter. So, technically it's totally possible to make a multipass SuperRes. I'm just skeptic about SuperRes being very good for Dolphin games.Sorry, I don't know anything about MPDN (I don't use it either). Like I said, I didn't know how much you knew about MadVR. I just remember Madshi talking about how you helped him get SBX working. I recall someplace in doom9 that he said it would go open source at version 1.0 (or i'm misremembering and it was something related to it). And "Enhance Detail" is just one of the options madshi added, which effects other shaders so I was assuming it was a shader in a shader (queue inception!). I don't know if MPDN Extensions (GITHUB link) version of SuperRes is the same as as Shiandow's thread. MPDN homepage has a different url (showthread.php?t=170727 vs 1684939), but I can't access doom9 so it might just be another post/page of the thread. Either way thanks for the effort and info. ... and I hate you now. I don't have enough time in my day for this! *makes mental note to replay Resident Evil "remakes" to celebrate anniversary* ![]() *it's a joke, thanks for reminder* @Tino Is it possible for Dolphin to automatically detect when FMVs play (read: global, not something that would have to be done specifically for each game)? And if so, would it be possible to define shaders specifically for FMVs? In my mind: I see user playing a game with all his 3d post processing and then a FMV triggers. With seperate FMV shaders we could use shaders users may not want to use (2d vs 3d shaders) or different settings for the FMV to better deal with upscaling the video's lower resolution to users' "Internal Resolution". Source of idea: Kaldaien's Tales of Zestiria fix - It detects cutscenes of many types (FMV, scripted in-game and Tales' "skits"). Didn't know how applicable the idea would be would be to Dolphin, but I figured FMVs might be doable.
Hi, I'm having an issue with a cut-scene. I just finished the boss of the forbidden forest in Wind Waker, but for some reason Link is getting stuck in his walking animation or something and I can't progress. It just shows the heart piece with Link walking in place.
I'm on version 510. 03-24-2016, 08:34 PM
Tino, rim lighting it's beautiful. Is it possible force it on object without specular, and with tesselation too? Any progress/plan on new tesselation (with better roundity)?
Your work is great, but makes us hungry for more!
Why is Ishiiruka's Direct3D11 backend so slow compared to the latest master builds?
There's a noticeable difference in performance (10% in every title and up to 20% in some cases), enough to consider ditching Ishiiruka and using the official master builds exclusively (despite the nice image-enhancing features, optimized .DDS texture loading, 'Fast EFB Access' and various graphics glitch workarounds that Ishiiruka has over the master/dev builds). No matter how hard Tino tries to optimize and tweak Ishiiruka to restore the 'lost performance', the changes still have little to no effect. Is this because of Galop1n's old D3D "bugfixes" , "tweaks" and "optimizations" that are still included and do nothing but bad things when combined with the most recent changes from master? Some of those tweaks even broke dithering of background skybox textures in certain titles. Or the texture processing being handled by the GPU (ComputeShader)? Looks like the SSE-optimized software implementation (done by the CPU) in master/dev builds is actually *more efficient* than the GPU processing in Ishiiruka (which introduces more latency/stalls), even on (relatively slow for Dolphin) AMD CPUs. Or maybe something else? Another exclusive feature of Ishiiruka is the extra cache(s) and cache tweaks that can improve or degrade performance. It would be really nice if Tino could compile a *test version* with options to turn off 'GPU Texture Processing' (fall back to ASM+SSE-optimized CPU processing as in master) and disable various Galop1n "optimizations", so we could test it and do some benchmarks and image comparisons. 03-24-2016, 10:24 PM
@Kirbypuff:: you can help me find the problem, please compare dx12 performance, if performance is the same then the problem is gpu texture decoder, only diference with dx11, if is slower then is a differen issue in video common
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