@Kamikaze_Ice: every tab is a separated effect: ssgi un ther the ssau tab is a ssgi implementation that mimics ssgi to smooth out ssao result, ssgi tab is a a different implemnetations, with different options and they wor separately. SSAO is used by default and overrides ssgi from the other tab, so to use ssgi tab you have to disable ssao.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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01-19-2016, 01:28 PM
(01-19-2016, 06:28 AM)Tino Wrote: @rlaugh0095: can you send me some examples so i can see in game to debug what the problem is? Sorry I feel asleep. I'll make you some when I get off of work. Until then, anything specific you want? I can send you 2 copies of the same texture, one with high gloss and one with low, as well as screenshots of what they should look like. Sound good? 01-19-2016, 03:55 PM
Actually I came up with an idea. I'll make a black texture that includes many levels of specularity in it. This should be an easy way to determin if it's operating correctly.
01-20-2016, 04:48 AM
Is the "window freezes, game continues to run" already in the issue tracker? I couldn't find it.
01-20-2016, 10:48 AM
01-20-2016, 01:41 PM
I'd like to bring up my previous post (the long one with screenshots that aren't very helpful ). I don't intend to come off as trying to be annoying by continuing to ask the same question, but I want to rephrase my question in a way that is, hopefully, less pedantic and easier to follow.
Again, with Xenoblade (It's my only game ATM). Please remember that I don't know exactly how anything technically works beyond their descriptions. This is about the Post-Processing Triggers, and how shaders behave with them in Xenoblade. On Swap: Will apply post-processing before presenting the screen. Shaders get applied to everything (3D & 2D elements, and framebuffer effects). Since this is default, I'm going to assume everything is working as it should at this point in development (build 524). On Projection: Applies post-processing before the game draws 2D elements on the screen. However this may not work with all games. Shaders work and are not are being applied to 2D elements (as per description). HOWEVER, shaders are broken by framebuffer effects. Not only do the shaders stop working, but so do the framebuffer effects. Also, using 8x MSAA/SSAA with "On Projection" creates a "bleeding backlight" effect during framebuffer effects, but only with the following shaders: Depth, SSAO, SSAO2, SSGI, Emboss, Invert, Invert_blue, Nightvision2, Nightvision2scanlines & sketchy. On EFB-Copy: Applies post-processing when an EFB copy of a perspective seen is requested. This may not work for for* other games. *Yes, it does say "for for". Shaders work and are not are being applied to 2D elements (as per description), and framebuffer effects are then rendered and overlaid on top of the shaders. HOWEVER, shader effects do not have the same strength as they do "On Swap". Let's use FXAA for an example, and testing before the Xenoblade Intro/Sunset (so no framebuffer effects messing with shaders). FXAA with "On Swap" and "On Projection" have the same amount of sampling quality (think of both as being equivalent to 8x MSAA). FXAA+Projection also has some kind of colorshift or color correction happening, but I think that is a different issue.. On EFB-Copy does not have the same sampling quality as the others (think 4x MSAA). Is it possible to... A) Fix/prevent framebuffer effects breaking shaders with "On Projection"? B) If broken, fix shader effects when used with "On EFB-Copy". If nothing is wrong, then... C) Increase value ranges for shaders? What I mean for "C)" is, for example, with "On EFB-Copy" I want to extend the max distance of SSAO so it reaches the same distance it has when used "On Swap". I tried changing "D_AOAEND" in IshiirukaFX.ini to something greater than 2 (max value of slider in shader options) hoping to increase SSAO range but it didn't work. "2" is still way to close "On EFB-Copy" (SSAO range ends a few feet/meters in front of the player). 01-20-2016, 02:07 PM
Hi, I recently became interested in emulating Wind Waker on my computer to play through it again with a buddy of mine. We don't have a Wii U, but we wanted to do our best to recreate the HD quality of the Wii U version through Dolphin.
I stumbled upon this reddit post while looking around for the best way to get the bloom effect and HD textures that the Wii U version of Wind Waker has. I downloaded Ishiiruka Dolphin and followed the same settings that the user /u/Bitech2 has in his guide, but I ran into an issue. (TLDR: ) When I boot Wind Waker on Ishiiruka Dolphin using the D3D11 backend, I get the Nintendo and Dolby Sound logos, but then nothing comes up afterward--I'm left with a black screen. How can I work around this? What could be causing this? I got OpenGL to work fine, but it just doesn't run as well on my computer as D3D11. D3D9 works too, but if I use it, I can't utilize all of the visual effects. I know my problem is pretty specific, so I appreciate any help you guys can offer me. If it matters, my specs are nothing too fancy: Intel Core i5-3350P CPU 3.1 GHz, NVIDIA GeForce GT 640, 8 GB of RAM. Thank you! 01-20-2016, 04:02 PM
Okay so Tino, I added different values of white to my specular texture as well as as made the normal intensity high and it doesnt look like there is any change. Maybe the normal texture isnt being applied for some reason? The same black texture worked in fragile dreams but not in skyward sword. As you can see from the ground though, displacment does indeed work.
Any ideas? 01-20-2016, 07:01 PM
(01-20-2016, 10:48 AM)Kamikaze_Ice Wrote:(01-20-2016, 04:48 AM)jimbo1qaz Wrote: Is the "window freezes, game continues to run" already in the issue tracker? I couldn't find it. Is it? I'm wasn't aware that this was on the issue tracker. 01-20-2016, 10:29 PM
(This post was last modified: 01-20-2016, 10:29 PM by rlaugh0095.)
Okay I figured out my skyward sword issue. Specularity doesn't seem to appear until you hit something and cause light.
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