[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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03-13-2017, 10:37 AM
(03-03-2017, 12:54 PM)Tino Wrote: can you reproduce the issue? if thaht the case can you please capture a fifolog in dx11 in the spot where the crash happends so i can try to debug it? why grab using dx11? the problem is with dx12 i try mario kart with dx12, and have the same error when race star, in opengl work fine
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
03-13-2017, 08:42 PM
@Tino
I don't know if you saw my last edited post on this thread about the phong light bug. Essentially I tried out some older versions of Ishiiruka and it appeared that build 900 broke the specular maps. Could you take a look at the changes you made during that build? Thanks ! 03-13-2017, 11:53 PM
(03-13-2017, 10:37 AM)jonaand2 Wrote: why grab using dx11? the problem is with dx12 because if you capture it with dx12 it will crash, you need to capture it wit ha working backend, so i can reproduce the issue playing it on dx12. 03-13-2017, 11:55 PM
(03-13-2017, 08:42 PM)Rickv123 Wrote: @Tino will take a look, thanks for the testing.
Hi Tino,
Not sure if you saw my question regarding motion blur. If not, could you please elaborate if it's implementable in your build? Thanks
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 03-14-2017, 04:09 AM
(03-14-2017, 02:00 AM)djneo Wrote: Hi Tino, sorry missed that one, you already have motion blur, a really basic implementation, but is what is possible without modifying how the games render 3d contents. for a more advances motion blur implementation you need to track the different matrices used by the game to calculate displacement vectors and in some games that is nearly impossible due to the way they render objects to the scene. 03-15-2017, 05:53 PM
Would it be possible to inject Nvidia HBAO+ into Ishiiruka? It looks a lot nicer than the SSAO solution that is currently implemented.
03-16-2017, 09:06 AM
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