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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
09-18-2017, 09:03 AM
#6,841
Tino Offline
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you should take a look here:
https://forums.dolphin-emu.org/Thread-unofficial-howto-using-gameini-settings-per-game
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09-18-2017, 10:52 PM
#6,842
matheusstaffa Offline
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The Ishiiruka version will support ubershaders?
My specs:
Operating System: Windows 10 x64
Processor/CPU: intel I7 3770 3.4 Ghz
Video Card/GPU: Nvidia GeForce 1060 6GB
Memory/RAM: 16 GB
Dolphin Revision Currently Using: 5.0-xxxx X64 (always the latest) and the latest Ishiiruka for custom textures.

I'm still learning english. Please, be patient with me. And, if i make a mistake, please correct me, i will learn a lot this way!  Big Grin
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09-18-2017, 11:25 PM
#6,843
stayfrosty426 Offline
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(09-18-2017, 09:03 AM)Tino Wrote: you should take a look here:
https://forums.dolphin-emu.org/Thread-unofficial-howto-using-gameini-settings-per-game

In the support is mentions using Open GL for post processing. If i Have Direct 12, should I still use Open GL? When I apply post processing right now, each effect shows up. But if i set it to Open GL, not every effect will show up - despite being available.
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09-19-2017, 07:01 AM
#6,844
stayfrosty426 Offline
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(09-18-2017, 09:03 AM)Tino Wrote: you should take a look here:
https://forums.dolphin-emu.org/Thread-unofficial-howto-using-gameini-settings-per-game

I've tried using the guide and set some settings to one game, but not all of the changes occurred. For example, the volume and MSAA/SSAA worked, but Disable Fog or PostProcessingShader didn't work.  Any input? 
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09-19-2017, 08:48 AM
#6,845
Tino Offline
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@stayfrosty426: post porccessing is suported for dx11, dx12 and opengl if something works difeently please report it as is an issue. about PostProcessingShader in the game ini, the correct setting name is PostProcessingShaders
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09-19-2017, 11:28 AM
#6,846
stayfrosty426 Offline
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(09-19-2017, 08:48 AM)Tino Wrote: @stayfrosty426: post porccessing is suported for dx11, dx12 and opengl if something  works difeently please report it as is an issue. about PostProcessingShader  in the game ini, the correct setting name is PostProcessingShaders

Here's a pic of my resident evil darkside chronicles game.ini: https://imgur.com/ChltSUK

The guide said only OpenGL is supported, but either way, wasn't working for me. The audio part of the ini worked and i used a very obvious shader like "fire" to see the change, but nothing happened.
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09-21-2017, 02:55 AM (This post was last modified: 09-21-2017, 02:55 AM by radmaruto.)
#6,847
radmaruto Offline
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work pretty fine thanks ,only a big problem on dbz tenkaichi 3 with the last revs
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09-21-2017, 03:10 AM
#6,848
Tino Offline
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@radmaruto: what problem do you have with dbz?
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09-21-2017, 05:07 AM (This post was last modified: 09-21-2017, 05:11 AM by radmaruto.)
#6,849
radmaruto Offline
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(09-21-2017, 03:10 AM)Tino Wrote: @radmaruto: what problem do you have with dbz?

characters pretty bigs and so far Big Grin opengl given me bad light ,this problem don't appears with old revision.

how the problem is fixedd now lol pretty strange
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09-23-2017, 07:39 AM
#6,850
Techie Android Away
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@Tino

Now it hits another problem, this one seems to be missing an explanation.

Code:
/home/austin/Ishiiruka/Source/Core/DolphinWX/UINeedsControllerState.cpp: In function ‘void SetUINeedsControllerState(bool)’:
/home/austin/Ishiiruka/Source/Core/DolphinWX/UINeedsControllerState.cpp:9:6: warning: no previous declaration for ‘void SetUINeedsControllerState(bool)’ [-Wmissing-declarations]
void SetUINeedsControllerState(bool needs_controller_state)
      ^
/home/austin/Ishiiruka/Source/Core/DolphinWX/UINeedsControllerState.cpp: In function ‘bool GetUINeedsControllerState()’:
/home/austin/Ishiiruka/Source/Core/DolphinWX/UINeedsControllerState.cpp:14:6: warning: no previous declaration for ‘bool GetUINeedsControllerState()’ [-Wmissing-declarations]
bool GetUINeedsControllerState()
      ^
[ 94%] Building CXX object Source/Core/DolphinWX/CMakeFiles/ishiiruka.dir/VideoConfigDiag.cpp.o
[ 94%] Building CXX object Source/Core/DolphinWX/CMakeFiles/ishiiruka.dir/WxEventUtils.cpp.o
[ 94%] Building CXX object Source/Core/DolphinWX/CMakeFiles/ishiiruka.dir/WxUtils.cpp.o
/home/austin/Ishiiruka/Source/Core/DolphinWX/VideoConfigDiag.cpp: In member function ‘void VideoConfigDiag::OnAAChanged(wxCommandEvent&)’:
/home/austin/Ishiiruka/Source/Core/DolphinWX/VideoConfigDiag.cpp:1673:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
   bool ssaa = mode > aa_modes.size();
                    ^
[ 94%] Linking CXX executable ../../../Binaries/ishiiruka
[ 94%] Built target ishiiruka
Makefile:149: recipe for target 'all' failed
make: *** [all] Error 2
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