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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
05-24-2016, 06:30 PM
#4,601
rlaugh0095 Offline
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(05-24-2016, 02:36 PM)Kamikaze_Ice Wrote: Is that Twilight Princess? I can't believe I played that on the Wii instead of in Dolphin. Sad
Nice screenshot. You're right, that grass does need some attention. I'm curious as to how it got that tall when the ground at the base of the blades indicates very poor soil (dry, little to no nutrients). Dense clusters of grass like this shouldn't be possible! Tongue

If I may make a suggestion, try adding in some Light Scattering via IshiirukaFX (Bloom tab). I'd start by setting the top three sliders (Width/Power/Intensity) to their left most value (0.5, 1.0 & 0.1 respectively). I find this to be a great base to start tweaking the remaining sliders for each game. This will produce a subtle spatial volumetric/atmospheric effect in games.  Except games where none of the post-processing triggers prevent depth buffer effects from screwing up the 2d/interface elements. You can't see the volumetric effect in a screenshot and I video compression couldn't demonstrate it correctly so it's kind of hard to describe it. Since you're apparently using SSAO in that screenshot, I think this would be a great addition in that Zelda game as it would add a more realistic volume to the engine's lighting system.

I do think the bloom shown is too strong though. Looks very out of place on my display, calibrated to Rec. 709 standards. But game in general don't adhere to those standards, and few developers like Naughty Dog actually design with and for such standards. Just wanted to mention that as constructive criticism since you mentioned the game looking more realistic (No Nintendo game follows any standards. They don't even support Limited or Full range RGB options for HDMI on consoles!)


If you have Xenoblade, you can try my settings out if you're curious about the subtle volumetric effect. If you do, be sure to set the post-processing trigger to "On EFB Copy" (Same shader settings used with "On Swap" will be too weak).
SSAO2.ini
SSGI.ini
IshiirukaFX.ini



Another trick you can try is to use SSAO2 in conjunction with IshiirukaFX's Tonemapping (with Filmic and using tonemap type "1") together.
SSAO2 acts as a dynamic overlay "mask" for the tonemapping.
Tonemap type "1" is used because it covers low mid and high contrast ranges. I use an aggressive tonemap type 1 configuration because it gets masked by SSAO2 in a non-linear fashion. Mostly on the high end, a little less on the low end and even less for the midrange. This also helps deal with almost all color saturation and you only need to use the Pixel Vibrance tab to (de)saturate the color(s) that is the developers were really lacking. I like to leave BLUE alone at 1.0 and adjust red first and then green, if needed. I do this because Blue is the color hardest to see by typical human eyes (green being the easiest). Just look at the corners of a CIE chart, blue covers the smallest area of the viewable spectrum (triangle).


@Tino:
Just to keep my post on topic (sorry Tongue), as a future feature request I'd like to see a way to save configurations in the interface itself. Game specific configs would be nice (hook or inside <GameID>.ini?).
But I'd really like some sort of A/B/X comparison method. If you're unfamiliar with the term, it's mostly used in the speaker/home theatre/recording communities.
The TL;DR of this is basically a single button/box to instantly change between settings. Now users don't need to waste time changing settings every time they want to check the other configuration.
Again, just something to think about in the future. This could be extended to video/post-processing configurations as well.

I'm not sure what rec 709 is. I'm doing all this on a Vizio 4k tv. XD Yeah I had planed on turning down bloom a bit. 
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05-25-2016, 04:16 AM (This post was last modified: 05-25-2016, 04:18 AM by zerr11.)
#4,602
zerr11 Offline
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Ishiiruka.668(c87cca2).x64

Metal Gear Solid: The Twin Snakes

still same bug problem ..... what it is... ???
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05-25-2016, 04:19 AM (This post was last modified: 05-25-2016, 04:21 AM by zerr11.)
#4,603
zerr11 Offline
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i can run game only 1 time when show this error second time game crash... all time.

plss helppppp tino.
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05-25-2016, 11:45 AM
#4,604
Kamikaze_Ice Offline
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(05-24-2016, 06:30 PM)rlaugh0095 Wrote: I'm not sure what rec 709 is. I'm doing all this on a Vizio 4k tv. XD Yeah I had planed on turning down bloom a bit. 

https://en.wikipedia.org/wiki/Rec._709
It's just a standard for calibrating displays for accurate movie watching. It's needed since not only are all displays different (crt, LCD (and variations of backlighting LCD sets), LED (also with variations), DLP, Plasma, and a ton more variables like CRT's types of aperture grille or LCD sub-pixel matrix, but so are the cameras the director uses to record the films.

The standard is there to give everyone on both sides of the fence, producers and consumers, the same target for how the END RESULT looks when the image hits your eye(s). This is done with calibration instruments and NOT our eyes (see: Fun Fact 1 below). As I mentioned in my last post, any calibration standard does NOT apply to games as we have no standards for the "producing" side of the fence. Exceptions being very specific games where a developer has spoken on this topic (Like Naughty Dog).

I was just sharing my perspective because I game on my Home Theatre setup, which is calibrated. I was simply being pedantic by sharing the basis of my opinion even though you didn't ask for it (or want it Tongue )


Fun fact 1: Color blindness isn't really "blindness" like the name implies. Instead it's people who see more of THE REST of the color spectrum.
Ex: look at a CIE chart, the triangle is basically what we agreed the human eye could see many years ago. Now move the triangle somewhere else and compare it to the original triangle location ala Venn diagram (decreasing coverage of the overlapping areas = severity of color blindness).

Fun fact 2: It's over my head to explain how this is possible so let's see if I can remember the explanation given to me years ago.
It's possible that an observed and understood color can truly be different between people even when a significant number of people all agree that it is the same color. Look at a CIE chart and think of it as a boxing ring: The lower left corner is for blue team, upper center corner is green team and right corner is for the red team. We know that a "colorblind" person can see different set of color cordinates, so we can also assume it's possible to see the wavelengths from a different perspective. Going back to the CIE Boxing ring, the corner's are just lables that we humans have agreed upon, so irregardless of what color wavelength we truly see in this corner we will consider it part of that team. Whatever is in the upper center corner of the CIE triangle is going to be what everyone understands as "green". We cannot look through anothers eyes and see what they see, we can only understand their perspective and not their truth.
I really wish I remembered who gave me this explanation, but it was way back when I was 10 or so and on a class field trip to the St. Louis science museum and I was the unlucky student to explain to our tour guide "how the universe works". I completely suprised them when I was attempting to explain what Dr. Seuss taught me with "Horton Hears A Who!" (TL;DR: if we could "zoom in" to atoms far enough we would eventually see a "universe" and if we continued to zoom in we could see galaxies, solar systems, planets, complex life forms, basic life forms, elements, atoms, sub-atomic particles, and eventually find yet another universe, and could continue this forever. Basically like a Mandelbrot.)
Some random person over heard my explanation and apaprently thought I was smart enough to understand the explanation about "what we see". I think the random gentleman was a professor or someone expert in some related field, and I don't know why he wanted to tell me this, and I randomly remembered it when my high school took our senior trip to St. Louis again (six flags, The Arch, Botanical Gardens, Zoo, science museum, boring concerts/plays).
I find this to be extremely interesting, and it makes me want to learn about quantum <everything>, as it's basically a "Schrodinger's Cat" situation (and no I don't mean the game).

UGH! sorry, I'm rambling. Having pedantic habits while going OCD.



The following is unrelated to everything above, and is mostly a note to self for when I get free time to actually see if this even works:
Try inserting the same shader multiple times at different points in the Post-processing order.
Ex: DolphinFX at top for Color/Gamma corrections, followed by IshiirukaFX for Tonemap and light scattering, then SSAO2 and SSGI, then IshiirukaFX and ending with DolphinFX.

If this doesn't work, how about sometime in the future?
I do think allowing multiple instances of IshiirukaFX/DolphinFX would be nice to have, especially if each instance can have seperate configurations.
Ex: IshiirukaFX for doing tonemapping and texture sharpening before SSAO/SSGI shaders are applied, then at the end of everything another IshiirukaFX for only Bloom and light texture sharpening/FXAA as a final touch up.
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05-25-2016, 02:02 PM
#4,605
rlaugh0095 Offline
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(05-25-2016, 11:45 AM)Kamikaze_Ice Wrote: https://en.wikipedia.org/wiki/Rec._709
It's just a standard for calibrating displays for accurate movie watching. It's needed since not only are all displays different (crt, LCD (and variations of backlighting LCD sets), LED (also with variations), DLP, Plasma, and a ton more variables like CRT's types of aperture grille or LCD sub-pixel matrix, but so are the cameras the director uses to record the films.

The standard is there to give everyone on both sides of the fence, producers and consumers, the same target for how the END RESULT looks when the image hits your eye(s). This is done with calibration instruments and NOT our eyes (see: Fun Fact 1 below). As I mentioned in my last post, any calibration standard does NOT apply to games as we have no standards for the "producing" side of the fence. Exceptions being very specific games where a developer has spoken on this topic (Like Naughty Dog).

I was just sharing my perspective because I game on my Home Theatre setup, which is calibrated. I was simply being pedantic by sharing the basis of my opinion even though you didn't ask for it (or want it  Tongue )


Fun fact 1: Color blindness isn't really "blindness" like the name implies. Instead it's people who see more of THE REST of the color spectrum.
Ex: look at a CIE chart, the triangle is basically what we agreed the human eye could see many years ago. Now move the triangle somewhere else and compare it to the original triangle location ala Venn diagram (decreasing coverage of the overlapping areas = severity of color blindness).

Fun fact 2: It's over my head to explain how this is possible so let's see if I can remember the explanation given to me years ago.
It's possible that an observed and understood color can truly be different between people even when a significant number of people all agree that it is the same color. Look at a CIE chart and think of it as a boxing ring: The lower left corner is for blue team, upper center corner is green team and right corner is for the red team. We know that a "colorblind" person can see different set of color cordinates, so we can also assume it's possible to see the wavelengths from a different perspective. Going back to the CIE Boxing ring, the corner's are just lables that we humans have agreed upon, so irregardless of what color wavelength we truly see in this corner we will consider it part of that team. Whatever is in the upper center corner of the CIE triangle is going to be what everyone understands as "green". We cannot look through anothers eyes and see what they see, we can only understand their perspective and not their truth.
I really wish I remembered who gave me this explanation, but it was way back when I was 10 or so and on a class field trip to the St. Louis science museum and I was the unlucky student to explain to our tour guide "how the universe works". I completely suprised them when I was attempting to explain what Dr. Seuss taught me with "Horton Hears A Who!" (TL;DR: if we could "zoom in" to atoms far enough we would eventually see a "universe" and if we continued to zoom in we could see galaxies, solar systems, planets, complex life forms, basic life forms, elements, atoms, sub-atomic particles, and eventually find yet another universe, and could continue this forever. Basically like a Mandelbrot.)
Some random person over heard my explanation and apaprently thought I was smart enough to understand the explanation about "what we see". I think the random gentleman was a professor or someone expert in some related field, and I don't know why he wanted to tell me this, and I randomly remembered it when my high school took our senior trip to St. Louis again (six flags, The Arch, Botanical Gardens, Zoo, science museum, boring concerts/plays).
I find this to be extremely interesting, and it makes me want to learn about quantum <everything>, as it's basically a "Schrodinger's Cat" situation (and no I don't mean the game).

UGH! sorry, I'm rambling. Having pedantic habits while going OCD.



The following is unrelated to everything above, and is mostly a note to self for when I get free time to actually see if this even works:
Try inserting the same shader multiple times at different points in the Post-processing order.
Ex: DolphinFX at top for Color/Gamma corrections, followed by IshiirukaFX for Tonemap and light scattering, then SSAO2 and SSGI, then IshiirukaFX and ending with DolphinFX.

If this doesn't work, how about sometime in the future?
I do think allowing multiple instances of IshiirukaFX/DolphinFX would be nice to have, especially if each instance can have seperate configurations.
Ex: IshiirukaFX for doing tonemapping and texture sharpening before SSAO/SSGI shaders are applied, then at the end of everything another IshiirukaFX for only Bloom and light texture sharpening/FXAA as a final touch up.

Lol like Rick and Morty and how Rick and a universe powering his car, which had a universe powering that universe. XD Man, you do come off as pretty intellectual. You just typed more than most people type in their lives. 

Special of Rec 709, what do you think about rec 2020, and HDR technology coming to screens? I've read from reviewers that these features are more important than 4k resolution. XD
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05-26-2016, 12:13 AM
#4,606
zerr11 Offline
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Ishiiruka.668(c87cca2).x64

new error 432 and standard 336.
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05-26-2016, 01:26 AM
#4,607
camthesaxman
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Is there any way you can make the 64-bit builds compatible with Windows XP and Server 2003?
I know I'm in a small minority running Windows XP Professional x64 Edition, but being able to run 64-bit Dolphin would be really nice.
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05-26-2016, 01:34 AM
#4,608
Tino Offline
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(05-26-2016, 12:13 AM)zerr11 Wrote: Ishiiruka.668(c87cca2).x64

new error 432 and standard 336.

can you give more detail on how to reproduce the issue?
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05-26-2016, 09:00 AM
#4,609
zerr11 Offline
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(05-26-2016, 01:34 AM)Tino Wrote: can you give more detail on how to reproduce the issue?

can you give more detail on how to reproduce the issue?
I can show all my options on the pictures if this helps this error is strange because it pops up in different moments just that time appears and the game for the second time will not work.

as soon as I add all my options with graphics strange because in the version Ishiiruka.589 (9fe761e) .x64 all work and no error pops up and the options the same.
sec.
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05-26-2016, 10:53 AM (This post was last modified: 05-26-2016, 11:05 AM by zerr11.)
#4,610
zerr11 Offline
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(05-26-2016, 01:34 AM)Tino Wrote: can you give more detail on how to reproduce the issue?

new versions of the emulator damaged old now even on the version
Ishiiruka.589 (9fe761e) .x64 DX12 this game does not work once you run it a second time crash and so all the time you need to run different versions of the emulator exe. and once again running for the second time error in this version does not jump any information only program stopped working before it was not.

in addition, sometimes when I start a green background color. sometimes I already do not know where it can only be in dx12

even in the standard version of the emulator from https://pl.dolphin-emu.org/download/ it does not work this game, the difference is only one instead of the error message says the program has stopped working -  the game you can always start only once the exe file for the second time the game does not work anymore.


he do not know where it can be once the game works once did but has just noticed that the game always starts with a new exe file but unfortunately the second time crash.
strange that you have not already noticed perhaps because each new version of the game start up and run fast save (Shift + F1) until they had already begun to pop up these errors and program them somehow remembered even the removal of the option does not help to start the game for the second time you have to start another versions of the emulator.


I use the drivers crimson if this helps


options I use always the same.
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