thanks, I'm normally **hated** when it comes to my criticism. it's just that I haven't played twilight princess in months/years, so I don't know what it's supposed to look like.
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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06-09-2016, 11:39 AM
I know that I asked about it before,but I just noticed there's info for Android in Ishiiruka's github page.
Has anyone built it and tried it out,and is there any potential differences to master in performance and other features such as "non-master recommended" OpenGL,JitARM64,DSP,and shader optimizations/tweaks? Sorry for jumping out to ask this,just semi-curious about it and I have been crushed for an entire week not getting to do my usual daily things.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕ 06-09-2016, 12:20 PM
(06-09-2016, 07:46 AM)jimbo1qaz Wrote: thanks, I'm normally **hated** when it comes to my criticism. it's just that I haven't played twilight princess in months/years, so I don't know what it's supposed to look like. So I looked into it, and the displacement map is causing part of the problem. My texture is made up of 2 layers, the pillar and the vines, and some how the pillars lines got caught by the displacement map causing it to contort in a weird way. Also, the pillar seeems to compress the vines more on the bottom part of the column than the top, making it look more liney than it should. What im going to do is use the new texture on it instead and just use a normal nap for the depth to insure that no weird contortions occur. 06-09-2016, 12:20 PM
Tino just forks master. Pretty sure he doesn't do any jitarm64 changes. Considering all of the jitarm64 changes in his fork are just pulled from master, no.
Same with GLES. 06-11-2016, 12:20 AM
Tino is there a way i can compress textures so they dont take up so much memory? Idk what texture formats are supported by dolphin so idk which one to use.
Once i could do bump mapping in wind waker i went overboard and now im at over 5000 MB in textures.
Pc spec: i7-4790k 4.0 ghz/ asus gtx 760 oc 2gb/ 16 gb gskill ripjaw ram/ z97x killer 3 motherboard fatality edition
06-11-2016, 12:26 AM
@CowlScatman: dds is the only hardware acelerated format supported by ishiiruka, so stick to it if you want reduced size.
06-11-2016, 01:48 AM
Im actually going to have to reconvert all of mine to dds. o.o I use gimp for texture editing which doesn't have native dds support. At the moment my pack is comprised of mainly 2560x2560 png images. Currently it takes up 3gb of space.
![]() Not even close to being finished either. Q.Q Im only focusing on large textures at the moment (Environment textures) When I start doing characters and enemies, im going to start using lower res textures, so hopefully that will offset the size a bit. 06-11-2016, 02:55 AM
(06-11-2016, 01:48 AM)rlaugh0095 Wrote: Im actually going to have to reconvert all of mine to dds. o.o I use gimp for texture editing which doesn't have native dds support. At the moment my pack is comprised of mainly 2560x2560 png images. Currently it takes up 3gb of space.remember that you can use my texture tool (found in the first page 3rd post) to transform all your textures to dds. alway remember to keep the original png files because dds is a lossy format
06-11-2016, 03:55 AM
(This post was last modified: 06-11-2016, 03:55 AM by rlaugh0095.)
(06-11-2016, 02:55 AM)Tino Wrote: remember that you can use my texture tool (found in the first page 3rd post) to transform all your textures to dds. alway remember to keep the original png files because dds is a lossy format Thanks for the advice! Does your tool work with your nrm files as well? Yeah Ill compress the png texture pack and put it on my usb HDD for safe keeping. BTW i'll have another beautiful screenshot to share in a minute. Im quite pleased with myself. <3 |
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