Where is the latest version of the texture map combiner thingy hosted?
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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06-21-2017, 09:55 AM
Hey Tino, I have been using Ishiiruka for a while now, and thanks to you, I can finally enjoy shader heavy games such as metroid prime! I have recently gotten into 3d gaming via 3d vision, and would like to know if there are plans to add support for Nvidia 3d vision in the future. Currently when I select 3d vision in the settings and boot up a game, the 3d effect is displayed incorrectly, and adjusting the depth or convergence only moves the camera left or right. I have followed directions on setting up 3d for dolphin via a profile on the nvidia inspector posted somewhere here on the forums but for some reason it only works on vanilla dolphin builds. Is this issue only on my end, or does Ishiiruka still need some tweaking to be compatible with 3d vision?
06-21-2017, 12:05 PM
@Tim_Shackleford: i was not aware of a problem with 3d vision will try to fix the issue thansks for the report.
06-22-2017, 10:44 AM
(06-21-2017, 12:05 PM)Tino Wrote: @Tim_Shackleford: i was not aware of a problem with 3d vision will try to fix the issue thansks for the report. What about scaling texture mode: Hybrid-Bicubic? The shader is perfect for VC tittes (snes) but in every single one of them that I know it slows down the whole emulation, even crash catalyst sometimes... The same thing is not happening with modern 3d games... Could you be looking into that or maybe upload a "custom" Hybrid-Bicubic ini where the "specific effect" that's causing the problem is turned "false" or something? 06-22-2017, 11:31 AM
(06-21-2017, 12:05 PM)Tino Wrote: @Tim_Shackleford: i was not aware of a problem with 3d vision will try to fix the issue thansks for the report. Thanks Tino, you are awesome man! If it is any help, I have tried a couple older builds of Ishiiruka, and see that the 3d vision stopped working around build 730 (I just downloaded a couple of the older builds, and this is the newest one that still works for me). Again, thank you so much for letting me relive a part of my childhood (talking about Metroid Prime games specifically) - not only relive, but in hd, with aa, 3d and countless other enhancements! Without your builds, this literally wouldn't be possible since vanilla dolphin builds suck so much with shader heavy games . I am extremely thankful for all of the hard work you have put into this thing! 06-23-2017, 04:38 AM
(06-22-2017, 10:44 AM)DarkSagaBR Wrote: What about scaling texture mode: Hybrid-Bicubic? have you tryed intead of the cpu scalling algoritms, using a scalling post procesing shader for those games? 06-23-2017, 04:38 AM
(06-22-2017, 11:31 AM)Tim_Shackleford Wrote: Thanks Tino, you are awesome man! If it is any help, I have tried a couple older builds of Ishiiruka, and see that the 3d vision stopped working around build 730 (I just downloaded a couple of the older builds, and this is the newest one that still works for me). can you please confirm the last exact version that worked for you? 06-23-2017, 12:32 PM
(06-23-2017, 04:38 AM)Tino Wrote: have you tryed intead of the cpu scalling algoritms, using a scalling post procesing shader for those games? Yes many combinations incluting off for both... The problem is simple on VC snes tittles such as dkc2 the Hybrid-Bicubic even at 2x simple destroys the fps when on virtual or real, but it does not affect disabled EFB.. Altough it creates a problem that's also presented on the XBRZ mode, it also corrupts the screen on the begining of the games, eventually it ceases but both of them (hybrid also included) corrupt the screen when EFB is set to disable... EFB set on virtual or real does not afect XBRZ on a significant level, actually the games seems to be running faster (green bar is manejable). But EFB set on virtual or real simple destroys the fps of the vc (snes) tittles when running H-B mode(real or virtual, none of them corrupt the screen), though disable is able to keep H-B at 60fps smooth, on this mode different from XBRZ the corruption of the screen does not cease, tough it seems to follow moviments on the screen to happen (sprites/enviroment) any movement corrupts the screen... I've tried 750 and 950 both display the same problem (950 has a problem with sounds on vc games "echoo"). I'm convinced that he problem can be fixed ether by editing #virtualconsole INI or the specific modes themselves... I was able to hack some info here and there, but nothing seems to fix that, so I'm crying out for help... I used to run up to 4 shaders that including post, 60fps always with no problem, the issue is the inability to set disable to be able to play vc like dkc2 without corrupting the screen.. Hybrid-Bicubic makes the game look a lot better, when the XBRZ does the same job with sprites, altough it posterize everything that's background... I'll attach a sample of the problem I'm referring too... For shortening, I use my system o.c. tough I already tried with original clocks and different memory profiles... For some reason opengl is far more stable and can deal with XBRZ corruption on the first secunds of the game, tough the other backend can't... Somehow I believe the shader was developed for modern games (they are not affected "fps"), N64 games are also not affected "fps", but all the snes vc tittles that I know are (general issue)... I believe that the specific modes have something in common (with no writen exception for vc snes tittles) that is "forcing" a prohibition (should not be able to even start with), probably AA related, but beyond the capability of those of snes games and is corrupting them... I'm suggesting a condition similar to when one tries to start dolphin with overriding opt on their gpu control and dolphin recomends not to do it beyond MSSA4X... Here is the sample: I't independed of any configuration of catalyst, dolphin config/Graphics, processor (pc/wii o.c. or not) happens one way or another with snes vc tittles... XBRZ also producess it but opengl is able to manage it, dx11/vulcan will evetually produce this on the screen (XBRZ) for a few secunds independent of anything, H-B will constantly keep the screen like this on any backend... I't obviously related with the Hybrid part of the shader not with the bicubic, more precisely wherever configuration Hybrid and XBRZ have in common which XBRZ may have "less" of it... I was unable to effectively hack shades language but for someone with the proper knowledge can figure it out within minutes, all seems to lead to the question: "What onde XBRZ and H-B/H have in common and that is aggressively "compensated" by EFB seet to "disable"? XBRZ and H-B cause the same effect over snes vc tittles that I know this the only exception being that XBRZ posterizes more the scenario then H-B (sprites are just the same)... XBRZ/H-B+EFB disable = graphical issue at 60fps XBRZ+EFB disable = Few graphical issues at 60fps H-B+EFB disable = Constant graphical issue (screenshot) XBRZ+EFB real/virtual = 60fps no issues (posterized) H-B+EFB real/virtual = 20-45fps with freeze and sound issues (but not posterized) Sorry the bad English hope all the extra information was of any help... 06-23-2017, 11:08 PM
thanks for the report, will try to reproduce the issue, just a observation you should avoid force texture filtering in vc games it breaks most of them.
06-24-2017, 02:59 AM
@Tino
Is there a guide or some help somewhere to get Ishiiruka to build? I know that this guide exists for dolphin: https://github.com/dolphin-emu/dolphin/w...or-Windows Does Ishiiruka use a different version of VS? The readme on github says VS2015 Update 2. Seems like it was easier to get VS2015 Update 3. In any case, any guidance for developing for Ishiiruka is appreciated. |
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