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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
03-29-2016, 09:23 PM
#4,311
DrHouse64 Offline
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I also found that lastest releases have performance regressions. I have no idea when it began and what is the cause tho...
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6)
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03-29-2016, 09:46 PM (This post was last modified: 03-29-2016, 10:30 PM by Hyllian.)
#4,312
Hyllian Offline
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(03-29-2016, 01:59 PM)Kamikaze_Ice Wrote: Fantastic. I've now replaced your jinc2-sharper with your super scale by rules and super-res!
I just need to tweak my shader settings a bit so I get steady 30 fps in the intro to Xenoblade (I went from 35~ max to 25).
Rim lighting + super-xbr+super-res can take over the job I was attempting to do with a combination of Ishiiruka settings.

Again, I'm not using native internal resolution (I'm 3xIR with forced 2xSGSSAA), and while the default values were good, I tweaked them just a tad for my taste.
Here is a series of comparisons.
My settings for super-xbr+super-res
Default/Passthrough vs jinc2-sharper (default)
Default/Passthrough vs super-xbr+super-res (default)
super-xbr+super-res (default) vs super-xbr+super-res (my settings)
jinc2-sharper (default) vs super-xbr-superres (kami)
Points of interest in the above shots:
A) Bottom portrait on the left.
B) The skill bar at the bottom middle, the symbol in the circles.
C) The two closest mechs.
D) Shrubberies!

And here are these same 4 POI, cropped and scaled 400% (too big for screenshotcomparison.com)
Default/Passthrough
[url= http://i.imgur.com/S0f5FEK.jpg]jinc2-sharper (default)[/url]
super-xbr+super-res (default)
super-xbr+super-res (my settings)
Great comparisons! Do you load screenshots (png) on Dolphin to do these tests?

I find your set too strong. It exacerbates black halos around edges. Though I don't know if in movement they're so apparent as in stills. You can easily spot them at the Japanese symbols in the HUD. Compare them with my set.

Guess it's time to work on an anti-ringing for super-res...
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03-29-2016, 09:50 PM
#4,313
Hyllian Offline
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(03-29-2016, 03:15 PM)tabnk Wrote: If use super-xbr+super-res, do we need to use texture scaling as well ?
Not mandatory. And it depends on the game. You need to test with and without it and decide for yourself which is better. In many games I prefer not using any kind of texture scaler, like in Resident Evil games, because the shaders already do a good job on textures.
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03-29-2016, 10:57 PM
#4,314
Tino Offline
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@Khronikos, @DrHouse64: if you give more detail in what are you testing and your configuration i can try to track the regresion.
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03-29-2016, 11:29 PM (This post was last modified: 03-29-2016, 11:33 PM by Ramoth.)
#4,315
Ramoth Offline
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(03-29-2016, 09:50 PM)Hyllian Wrote: Not mandatory. And it depends on the game. You need to test with and without it and decide for yourself which is better. In many games I prefer not using any kind of texture scaler, like in Resident Evil games, because the shaders already do a good job on textures.

Is Super xBR+Super-Res possible to port to C? That would be a killer texture scaler.
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03-30-2016, 01:18 AM
#4,316
Hyllian Offline
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(03-29-2016, 11:29 PM)Ramoth Wrote: Is Super xBR+Super-Res possible to port to C? That would be a killer texture scaler.

It's applied over Super-xBR output, so it would be even slower in C. I can only see a possible texture scaler with SSE optimization, otherwise it's useless.

And, to tell you the truth, I'm letdown by the results of texture scalers, because they have serious problems in texture borders. And there isn't solution for that.
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03-30-2016, 03:11 AM
#4,317
ThisIsMyDogKyle Offline
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For whatever reason when running as a non-steam game none of the DirectX backends get the overlay, meaning the Steam Controller won't work with them. Seeing as this is a minor and very specific issue I don't want you to waste your time on it but was just wondering if there was anything I could do to get Steam to recognize the backend? Direct X11 works fine on the master build.
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03-30-2016, 03:41 AM (This post was last modified: 03-30-2016, 03:43 AM by Khronikos.)
#4,318
Khronikos Offline
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How do I make a log or whatever you need again Tino?

My personal config for graphics never changes in settings at least. Still the normal 4k aniso 2x bicubic and async et cetera.
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03-30-2016, 03:50 AM
#4,319
Hyllian Offline
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(03-29-2016, 01:59 PM)Kamikaze_Ice Wrote: I just need to tweak my shader settings a bit so I get steady 30 fps in the intro to Xenoblade (I went from 35~ max to 25).
I just changed the downscaler for a lightweight one. Could you test performance and IQ to see if it's an worth improvement?

Here's a second version:

.zip   super-xbr-super-res2.zip (Size: 5.5 KB / Downloads: 89)
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03-30-2016, 03:55 AM (This post was last modified: 03-30-2016, 04:03 AM by Khronikos.)
#4,320
Khronikos Offline
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Tino, all performance regressions were introduced in Ishii 565. 560 is still smooth. You can even tell on the starting menu screens that the build will have the problem.
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