Anyway, something improved here when I have unchecked the EFB Scale option. Something changed. What??
I think I'm near the desired result, but something is wrong yet.
I think I'm near the desired result, but something is wrong yet.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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02-19-2016, 12:35 PM
Anyway, something improved here when I have unchecked the EFB Scale option. Something changed. What??
I think I'm near the desired result, but something is wrong yet. 02-19-2016, 12:44 PM
If you disable the efb scaled copy check all texture copies are generated at native resolution
(02-19-2016, 12:44 PM)Tino Wrote: If you disable the efb scaled copy check all texture copies are generated at native resolution That's weird, because with internal res set to 1x, if I Check 'EFB Scaled' box, the textures are copied at which resolution then?? It should be 1x, but my shader output is different if I check or uncheck that box (along 1x internal res). 02-19-2016, 01:06 PM
I think I got it. There's a bug in Ishiiruka, when I set the internal res to 2x, it behaves like it is running at native 1x, and I get the right shader output I was searching! When I set internal res to 1x native, it creates some glitches, I think it runs at 0.5x instead, someway. I've got it because now I have unchecked the EFB Copy. For some reason, that box distorts the native graphics, even when internal res is set to native 1x. Anyway going to sleep now... tomorrow I'll finish the shaders.
02-19-2016, 01:45 PM
(02-19-2016, 01:06 PM)Hyllian Wrote: I think I got it. There's a bug in Ishiiruka, when I set the internal res to 2x, it behaves like it is running at native 1x, and I get the right shader output I was searching! When I set internal res to 1x native, it creates some glitches, I think it runs at 0.5x instead, someway. I've got it because now I have unchecked the EFB Copy. For some reason, that box distorts the native graphics, even when internal res is set to native 1x. Anyway going to sleep now... tomorrow I'll finish the shaders. Is that bug present in the standalone version or just Ishiiruka? 02-19-2016, 05:40 PM
(02-19-2016, 07:51 AM)Hyllian Wrote: Indeed, it's a very heavy shader. Hi Hyllian, thanks for your great xBR shader, 2d games just love it. and just want to know do you plan to port it to pcsx2 as well ? i think pcsx2 really needs it Tino and guys, sorry for abit offtopic=) 02-19-2016, 06:20 PM
enabling tesselation and moving the sliders does absolutely nothing.
Is there a button needed to be pressed ingame to enable it or is tesselation still WIP and disabled? tested with Zelda Twilight Princess. 02-19-2016, 10:59 PM
(02-19-2016, 06:20 PM)nex86 Wrote: enabling tesselation and moving the sliders does absolutely nothing. I think you need a texture pack that also enables tessellation, it is not a magic feature that just adds extra vertices without knowing where to put them and games on the GameCube or Wii didn't use this feature at all... 02-19-2016, 11:29 PM
(02-19-2016, 01:06 PM)Hyllian Wrote: I think I got it. There's a bug in Ishiiruka, when I set the internal res to 2x, it behaves like it is running at native 1x, and I get the right shader output I was searching! When I set internal res to 1x native, it creates some glitches, I think it runs at 0.5x instead, someway. I've got it because now I have unchecked the EFB Copy. For some reason, that box distorts the native graphics, even when internal res is set to native 1x. Anyway going to sleep now... tomorrow I'll finish the shaders.Is really weird what you describe, will take a look but i'm really sure that efb scale is correct, just to be shure you have to get some insides on how the wii/gc works. you have an internal frame buffer, that we call EFB, basically it can handle up to 640x528 pixels, normal games render 3d contents to the efb, then when they whant to present it on the screen they copy efb content to a new buffer that we call xfb, that is the real buffer that will be rendered to the screen, the problem that I thing you are seeing is that most of the time the copy from efb to xfb is scaled and stretched, so you dont get an exact 1 to 1 pixel mapping from efb to the screen, so there is always dependig on the game, a posibility that the output is not exactly what you desire, will take a look at the code to be sure that i did not introduce a bug, but from my experience that is the problem you are suffering. 02-19-2016, 11:31 PM
(02-19-2016, 06:20 PM)nex86 Wrote: enabling tesselation and moving the sliders does absolutely nothing. to be sure that is working for you, enable wireframe, and then play with tesselation controls, if you dont see the difference please let me know to see if there is an issue i can fix. |
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