Issue is fixed now Tino!! thanks
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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04-12-2016, 10:10 AM
(04-11-2016, 12:56 AM)CowlScatman Wrote: With a boost like that im pretty sure i can run high quality scaling with shaders without lag now. Good work dude. (04-11-2016, 02:31 AM)Khronikos Wrote: Thanks for the boost to Bicubic Hyllian. Needed that for 4K on SMG2. Good to know! The next version will have more optimizations to bicubic and jinc. I think it's 10~20% faster now. 04-12-2016, 10:10 AM
Hey, Tino...
Been noticing that SSAO and SSGI are getting more and more demanding. Used to play fine at 4k with SSGI on wii games, and now, they go down to almost half the framerate. If I lower the res to 1080p, SSGI drops drastically on quality. Gonna check older versions and see if I can locate when this started to make such a difference. 04-12-2016, 10:26 AM
@Frannz: all depends on the triguer you use
if you select After blit it behaves like the old post proceccing and the speed only depends on the display resolution, with the other triguers the performance depends on the efb scale
I'll begin making some shaders for Virtual Console.
To start, I'm releasing the shader pixellate. I'll call it vc-pixellate.glsl (the vc means it's specially developed for virtual console games). It must be put inside scaling folder and is intended for virtual console games. To see the effect you must turn OFF any texture scalers. Pixellate works by making the pixels the same size even at wrong aspect ratios (if you use nearest neighbor you'll see how distorted the pixels can get). It's good if you want to play the games at different resolutions. By clicking on "Display Shader Options" button, you can enable processing in gamma light, and set the values of input and output gamma. I didn't test it with GC or Wii games, though I believe it can bring good surprises. vc-pixellate.zip (Size: 1.13 KB / Downloads: 206) 04-13-2016, 02:37 AM
(This post was last modified: 04-13-2016, 02:40 AM by Brandondorf9999.)
I do realise the barrel distortion filter can be designed to bend any wide angle cameras to make a curved fov effect. The bloom effect is however decreased when a white point gets closer like this effect when the bloom power is low:
The balanced bloom power would be 4.500000 so that it will stay illuminating to provide this glow effect like the additive orb switch effect on Sonic Heroes: It would also be nice if this build of Dolphin also had the FOV change sliders both (X and Y tied together aside from Dolphin's built widescreen hack (which alters the fov based on aspect ratio)) so we can change the camera's global angle on any game. 04-14-2016, 03:24 AM
@Django311982: i'm preparing to relelase a stable version based on 5.0 so at the moment the most stable version is the current, prev releases that you can consither as previus stables are 510 and 420
04-14-2016, 09:32 AM
Tino,
Just wanted to post you again. I was able to beat MGS: The Twin Snakes using your build. Again, the shader stuttering was practically non existent with your latest build and I had a blast playing it. Thanks a lot. |
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