@masterotaku if you can point me to the exact shader i will search for the issue
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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06-11-2015, 04:14 AM
(This post was last modified: 06-11-2015, 04:17 AM by masterotaku.)
(06-11-2015, 03:42 AM)Tino Wrote: @masterotaku if you can point me to the exact shader i will search for the issue The third and fourth ones: - swap_RGB_GBR - swap_RGB_GRB I'm colorblind, but I noticed the differences easily in OpenGL when I tried it a lot of time ago in master builds. Edit: they behave the same as no shaders, in case you're wondering what they do right now.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 06-11-2015, 03:35 PM
(06-11-2015, 01:16 AM)kirbypuff Wrote: * 8xMSAA adds too much blur. Turn it off and just use 6xIR. Hmm... the game playing in real-time is most definitely not blurry in the slightest. I don't upload images often and didn't realize imgur was converting them to a badly compressed jpg so perhaps that's where the blurriness is coming from. The texture pack to me looks quite nice, Honeyhive in particular has all or almost all of those textures replaced and it seems pretty faithful. Some UI elements may be debatable, personally the star bit does bother me slightly since it is flat on one edge. I really wish he had made it more symmetrical, but overall it and the environments seem very nice to me. The Bloom is actually very light, turned down as far as it could go. The stone textures in screenshot one seem to reflect a bunch, but in most places like Honeyhive again, it works out very well. I'm running on a modern (<1 year old) BenQ 144hz monitor and everything is very clear and crisp, no crappy old TV here. I was fine with the game when I started, but once I tweaked a bit and saw where I could get the colors, the standard way looks dull now in comparison. I definitely like it a bit more colorful. To each his own, I suppose... 06-11-2015, 04:12 PM
Having a really strange issue when using DirectX with Metroid Prime Trilogy, it seems that in Metroid Prime 2 pretty much every sky texture is not loaded or something else goes wrong and it just comes out as black, and yes it seems specific for this as it works fine in the regular Dolphin build
OpenGL doesn't have this issue Unsure if it could be my specs but here they are: OS - Windows 8.1 GPU - Nvidia Geforce GTX 970 (EVGA brand) CPU - Intel Core i7 4790k - 4.0GHz 06-11-2015, 06:00 PM
That sounds like this issue which existed in regular Dolphin builds for a short time: https://code.google.com/p/dolphin-emu/is...il?id=8565
I don't know if that information is of any help for you, but maybe it can help Tino track down why it's happening in Ishiiruka. 06-11-2015, 06:41 PM
So I'm trying out the 'Depth' post processing effect in Ishiiruka.
This one. Which gives a silhouette effect Spoiler: 06-12-2015, 09:44 PM
I saw this the other day about dx12 and that it supports async shaders:
Wondering whether it is similar to what Tino did and if it can be implemented by dolphin. (06-11-2015, 04:12 PM)forrestmarkx Wrote: Having a really strange issue when using DirectX with Metroid Prime Trilogy, it seems that in Metroid Prime 2 pretty much every sky texture is not loaded or something else goes wrong and it just comes out as black, and yes it seems specific for this as it works fine in the regular Dolphin buildwill check can be caused by the recent changes made to the depth buffer code. Thanks for the report 06-12-2015, 10:30 PM
(06-11-2015, 06:41 PM)w00tkins Wrote: So I'm trying out the 'Depth' post processing effect in Ishiiruka. this effect only show the value sinside the depth buffer, is not affected by MSAA so it will always have sharp edges. |
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