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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
03-13-2017, 09:34 AM
#6,351
yopadato
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(03-13-2017, 06:58 AM)Tino Wrote: fast update to the latest folder, @yopadato problems with vc games should be fixed, Enjoy.

Awesome, it works now, thx a lot Tino  Heart
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03-13-2017, 10:37 AM
#6,352
jonaand2 Offline
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(03-03-2017, 12:54 PM)Tino Wrote: can you reproduce the issue? if thaht the case can you please capture a fifolog in dx11 in the spot where the crash happends so i can try to debug it?

why grab using dx11? the problem is with dx12
i try mario kart with dx12, and have the same error when race star, in opengl work fine
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
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03-13-2017, 08:42 PM
#6,353
Rickv123 Offline
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@Tino

I don't know if you saw my last edited post on this thread about the phong light bug. Essentially I tried out some older versions of Ishiiruka and it appeared that build 900 broke the specular maps. Could you take a look at the changes you made during that build? Thanks !  Smile
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03-13-2017, 11:53 PM
#6,354
Tino Offline
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(03-13-2017, 10:37 AM)jonaand2 Wrote: why grab using dx11? the problem is with dx12
i try mario kart with dx12, and have the same error when race star, in opengl work fine

because if you capture it with dx12 it will crash, you need to capture it wit ha working backend, so i can reproduce the issue playing it on dx12.
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03-13-2017, 11:55 PM
#6,355
Tino Offline
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(03-13-2017, 08:42 PM)Rickv123 Wrote: @Tino

I don't know if you saw my last edited post on this thread about the phong light bug. Essentially I tried out some older versions of Ishiiruka and it appeared that build 900 broke the specular maps. Could you take a look at the changes you made during that build? Thanks !  Smile

will take a look, thanks for the testing.
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03-14-2017, 02:00 AM (This post was last modified: 03-14-2017, 03:00 AM by djneo.)
#6,356
djneo Offline
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Hi Tino,
Not sure if you saw my question regarding motion blur. If not, could you please elaborate if it's implementable in your build?

Thanks
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03-14-2017, 04:09 AM
#6,357
Tino Offline
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(03-14-2017, 02:00 AM)djneo Wrote: Hi Tino,
Not sure if you saw my question regarding motion blur. If not, could you please elaborate if it's implementable in your build?

Thanks

sorry missed that one, you already have motion blur, a really basic implementation, but is what is possible without modifying how the games render 3d contents. for a more advances motion blur implementation you need to track the different matrices used by the game to calculate displacement vectors and in some games that is nearly impossible due to the way they render objects to the scene.
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03-15-2017, 05:53 PM
#6,358
MetalKnick Offline
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Would it be possible to inject Nvidia HBAO+ into Ishiiruka? It looks a lot nicer than the SSAO solution that is currently implemented.
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03-16-2017, 06:56 AM
#6,359
Tino Offline
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yes any pp shader should be implementable, is just time to implement it
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03-16-2017, 09:06 AM
#6,360
Khronikos Offline
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(03-16-2017, 06:56 AM)Tino Wrote: yes any pp shader should be implementable, is just time to implement it

Yeah HBAO+ would be nice if it works.
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