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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
12-13-2017, 05:49 AM
#7,041
ea4492 Offline
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(12-11-2017, 01:29 AM)Tino Wrote: an another minor update to fix the issue reported by @ISuperMarioI, thanks for the report.

any word on adding Hybrid XFB, since some game actually work well with this. Thanks Tino
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12-13-2017, 11:27 PM
#7,042
Tino Offline
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Currently at a business trip will implement that when I'm back at home.
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12-14-2017, 04:52 AM
#7,043
djneo Offline
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hi Tino,
following my pm message.. here is a video using DirectX11 backhand and your latest build, where custom textures work for me.

https://www.youtube.com/watch?v=qhRYglyEHb8

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! Smile
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12-15-2017, 10:42 PM
#7,044
KAMiKAZOW Offline
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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.html?project=home%3AKAMiKAZOW%3AEmulators&package=ishiiruka-dolphin

https://software.opensuse.org//download.html?project=home%3AKAMiKAZOW%3AEmulators&package=ishiiruka-dolphin-unstable

Outdated distribution releases have been removed.
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12-17-2017, 08:19 AM
#7,045
Tino Offline
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(12-14-2017, 04:52 AM)djneo Wrote: hi Tino,
following my pm message.. here is a video using DirectX11 backhand and your latest build, where custom textures work for me.

https://www.youtube.com/watch?v=qhRYglyEHb8

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! Smile

what filtering mode are you using normal or native?
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12-17-2017, 06:41 PM
#7,046
djneo Offline
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(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
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12-20-2017, 02:42 AM (This post was last modified: 12-20-2017, 02:43 AM by djneo.)
#7,047
djneo Offline
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@Tino,
when you have some time please look at this vid

https://www.youtube.com/watch?v=uzQZBFW5DeY

Thanks to the improved LOD hack from @onemoretry I can finally use this awesome Ishi feature!

Unfortunately it is little bit too rough Smile 
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!
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12-20-2017, 03:57 AM (This post was last modified: 12-20-2017, 03:58 AM by Tino.)
#7,048
Tino Offline
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@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
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12-20-2017, 06:30 AM
#7,049
djneo Offline
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(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?
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12-20-2017, 11:59 AM
#7,050
Tino Offline
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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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