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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
04-26-2016, 11:46 AM
#4,481
Tino Offline
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(04-26-2016, 11:29 AM)beebi112 Wrote: Hello! I'm having some issues with sudden frame rate drops while playing wind waker. After about 30 or so minutes of playing my fps will drop from stable 30 to roughly 17. I don't believe it's my CPU overheating, and my memory is at about 50% when I play. I don't remember having these problems before on an earlier build (I think it was 502 or something). Right now I'm on 640. I also have custom textures installed.
Here are my settings:

Spoiler: (Show Spoiler)
[Image: 2vrton9.jpg]
[Image: eb7qf5.jpg]

That is a known issue while ussing Cache custom textures on gpu with a apu  with less than 6gb of ram, disable that option and you will be ok.
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04-26-2016, 11:52 AM
#4,482
Tino Offline
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(04-26-2016, 07:09 AM)zerr11 Wrote: 646(73080f0):

New Super Mario Bros 1 still same error...  lv2 still dont work.

no need to post that on every version, I'm looking for a solution for that issue, meanwhile you can use dx11 backend that will work perfeclty for you.
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04-26-2016, 01:06 PM (This post was last modified: 04-26-2016, 01:06 PM by beebi112.)
#4,483
beebi112 Offline
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Okay, thank you Tino!
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04-27-2016, 11:11 AM
#4,484
Tino Offline
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some images that people are sending Smile
http://imgur.com/a/torz2
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04-27-2016, 11:11 AM (This post was last modified: 04-27-2016, 11:48 AM by Kamikaze_Ice. Edit Reason: Fail at typing )
#4,485
Kamikaze_Ice Offline
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Just a quick look at your new feature in Last Story.
OpenGL vs DirectX 11
I just put them all way up to see what it worked on.
Players = Yes
Environment = No.
OGL is sharper than DX11.
Upper left area behind portraits looks different (didn't test if new feature was the cause or not).

Works on most of the menu too

Idea: Do you think you could randomize the noise pattern per texture (like a seed?)
Feels awkward seeing clothing having the same "bump" texture as skin or hair (again, I've only tried this game. need moar free time!)
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04-28-2016, 02:01 AM
#4,486
Tino Offline
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Kamikaze_Ice: the bump texture depends on the clor texture, what you are looking at is the noice texture to give fine detail.
try to reduce noice intensity to cero then tune the bump texture, and finally add noice if it looks good.
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04-28-2016, 07:26 AM
#4,487
Ed94 Offline
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Hey the lastest build has been really amazing. I've been able to make incredible shaders for both SSBM and SSBPM.

https://www.youtube.com/watch?v=Wfbg9A-EeA4

Melee Gameplay:
https://www.youtube.com/watch?v=cLof1ZA0C48

Imgur Project M shader
Imgur Melee Remaster Shader
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04-28-2016, 11:39 AM
#4,488
Kamikaze_Ice Offline
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I apologize, because I know I'm terrible at putting my thoughts into words. I do understand the difference between the bump map (generated from texture) and noise/detail (not generated from texture).

In my mind, I was drawing similarities between your "detail" noise map to Detail Textures from Half-Life. Only instead of having an actual texture for the "detail", you use a generated and scaleable noise map.
Basically I thought it would be nice if this noise map could be different for between each texture, similar to MadVR's dithering noise is different between ordered vs random (and frames of random vs other frames of random). This would help trick the mind into believing skin and clothing have an actual different texture (as in visual appearance of a physical texture) by reducing the tiling and repetition of the "detail" portion.
It's a super minor change, but IMO can make a big difference, again like ordered vs random dithering.

Ex: Using Detail sliders to get "facial pores". This would get applied to not only the skin, but clothing as well. Our eyes detect differences in light far better than differences in color, so using tricks like this help image fidelity and immersion. Again it's not a HUGE difference. Everyone is different. Some people are annoying by tiled textures or repeated texture patterns and are fine with clothing or weapons clipping though models, and there are people the exact opposite.

And because why not let's say, hypothetically speaking of course, us users were able to fine tune the detail on multiple "detail" textures. We could have small detail to look like facial pores like I mentioned above, and a large scale detail for slight smooth shadows with more coverage to enhance the existing clothing texture (not fold-less clothing like spandex Tongue).

After writing that, I'm still not satisfied with my attempt at describing of what's in my head.


And again, I don't know anything about the technical stuff going on here so I'm just spewing nonsense. Tongue
After think about it a little more, this might introduce more stuttering (see texture, read texture, look for matching textures, generate random seed noise for each unique texture, process and apply to each texture, continue on with rendering chain. The generation and caching of shaders cause enough stuttering already.




*Warning - Another of Kami's spontaneous "ideas"*
This is one of those "Epiphany Ideas" we all get while sitting on the toilet. Blush

For the rest of this post I'll be referencing "detail textures" as they were implemented in Half-Life.

First, for illustration purposes only I'm going by what the Material Map section on the Ishiiruka github wiki. Let us assume all material maps have the same <TextureID> as the base texture.
Bump map = <TextureID>.bump.extension
Normal map = <TextureID>.nrm.extension
Specular/Phong map = <TextureID>.spec.extension


In my head I saw two things:
I) Two "not for gaming" options. By "not for gaming", think of options like texture overlay or texture/shader/vertex dumping. This option is for those who want to make custom textures.
First option would identify each texture ala "texture format overlay".
This identification indicator is a "quality of life" improvement for the artists and mspaint warlocks.
The indicator texture can be dumped along with the base texture.
When dumped, and following the naming scheme from the wiki, the indicator texture is
Detail map = <TextureID>.detail.extension.
This is just a starting template that inherits the filename and texture dimensions of the base texture.
The only thing missing is love from an artist.

II) For the rest of us lowly, non-artist peons (or the lazy artist lol), there is a new section in the backend options.
In this section we have a list of all textures currently loaded in memory (or dumped).
When selecting one, we get some sliders and noise/pattern options to play with.
Since we can do this while the game is running, we can make changes in real-time and when satisfied we could save it as a custom texture. I'm assuming that by saving it we will get better performance vs real-time generation. And it could be shared with others, too.
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04-28-2016, 12:24 PM
#4,489
Kamikaze_Ice Offline
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(04-28-2016, 07:26 AM)Ed94 Wrote: Hey the lastest build has been really amazing. I've been able to make incredible shaders for both SSBM and SSBPM.

https://www.youtube.com/watch?v=Wfbg9A-EeA4

Melee Gameplay:
https://www.youtube.com/watch?v=cLof1ZA0C48

Imgur Project M shader
Imgur Melee Remaster Shader


I see what you did here

Tongue
Nice job of enhancing the game instead of making everything distastefully stronger.
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04-28-2016, 01:11 PM
#4,490
Tino Offline
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updated latest folder with a new version, improved ui to configure newligthing parameters, fixed some issues reported here.
@zerr11: the issue you reported should be fixed.
@Kamikaze_Ice: nice ideas but let me sleep a little and i will answer better Smile
Enjoy
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