[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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12-14-2017, 04:52 AM
hi Tino,
following my pm message.. here is a video using DirectX11 backhand and your latest build, where custom textures work for me. Unfortunately, there is this issue that some of the textures disappearing. It happens with or without custom textures. Otherwise, I think I could use this backhand if we cant get that OpenGL working for some reason. Enjoy your business trip and thanks!
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 12-15-2017, 10:42 PM
Builds from Stable and Master branches are now available for openSUSE 42.3, openSUSE Tumbleweed, Fedora 26, and Fedora 27:
https://software.opensuse.org//download....ka-dolphin https://software.opensuse.org//download....n-unstable Outdated distribution releases have been removed. 12-17-2017, 08:19 AM
(12-14-2017, 04:52 AM)djneo Wrote: hi Tino, what filtering mode are you using normal or native? 12-17-2017, 06:41 PM
(12-17-2017, 08:19 AM)Tino Wrote: what filtering mode are you using normal or native? I use "normal", AF:16, AA: 2x SSAA, 6x internal for 4K UHD, Hybrid Uber
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti
@Tino,
when you have some time please look at this vid Thanks to the improved LOD hack from @onemoretry I can finally use this awesome Ishi feature! Unfortunately it is little bit too rough Do you think you could make that shadowing effect more full... maybe more particles (noise), so it would make realistic shadow effect rather than "lines"? I'm not sure, if what I say make sense, but when I use higher internal resolution, it looks bit more natural/dense, but still not there... Or any ideas how it make look more realistic are much appreciated!
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti
@djneo: from the parameter side there isnt much you can do but to tweak the values specifically for the game, i recomend to put the but threshold in the middle, and then play with the frequency, abut the texture of the characters if you introduce differences in brightness of the details they will be calculated as depressins an will generate a better bump map. you can always create material maps to improve the result even more
12-20-2017, 06:30 AM
(12-20-2017, 03:57 AM)Tino Wrote: @djneo: from the parameter side there isnt much you can do but to tweak the values specifically for the game, i recomend to put the but threshold in the middle, and then play with the frequency, abut the texture of the characters if you introduce differences in brightness of the details they will be calculated as depressins an will generate a better bump map. you can always create material maps to improve the result even more so do you think that it is a better way to do this just with the material maps? Do you think I should focus on material maps instead?
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 12-20-2017, 11:59 AM
the only way to get the best quality is to desing the textures specifically for the effect, with simulated bumps you will only get a usable result but never as good as with the material maps
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