@domjam:can you post a screenshot of your issue?
Everyone: sorry for the delay in new versions but im really busy this days.
Everyone: sorry for the delay in new versions but im really busy this days.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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@domjam:can you post a screenshot of your issue?
Everyone: sorry for the delay in new versions but im really busy this days. 06-14-2017, 08:02 AM
06-17-2017, 02:55 AM
Hi guys,
Please could anybody explain to me me how SSAO works, what it does and post some good settings/values I should use? Thank you very much for your time.
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 06-17-2017, 08:11 AM
@djneo: ssao or screen space ambien oclussion trys to calculate the posibility of a specific pixel of been affected by ligthing, with that you can change the color of the pixels that will be shadowed by other elements on the screen and get a more "natural" looking ambien ilumination model.
the settings depends on the game so is really difficult to set a global best value, the default values for the shaders have safe valus that looks "good" in most games, but to make them look good you will have to tone them yourself. 06-17-2017, 04:53 PM
Thanks​ Tino!
But is it possible that this feature doesn't work at all in some games? Because no matter how I tune the settings I can't see any changes at all. Specifically NHL 2k11 with new textures. Considering that I would probably see some changes on big 4k screen while moving the values to it's extremes?
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 06-18-2017, 12:10 AM
(06-17-2017, 04:53 PM)djneo Wrote: Thanks Tino!yes is completly posible, some game do weird things with the depth buffer so there are no usable values for the ssao shader to work correctly, did you try changing the shader triguers? 06-18-2017, 02:42 AM
#Tino what are these and where I can find them?
Thanks again!
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 06-18-2017, 04:11 AM
Hello, I've downloaded the Ishiiruka version so I could play Mario Galaxy with an HD pack. The files are .dds and I put the hd pack folder into user/documents/dolphin emulator/load/textures, and also checked the "Load custom textures" option, but they won't show. Strangely, this works with the normal version and not with ishiiruka. Am I doing something wrong?
06-18-2017, 08:47 AM
@luisangel2221: is a known issue tha happends in filesystems with non english characters in the path. you can use it in portable mode ant it will work correctly.
06-18-2017, 09:13 AM
Well.
I'm having some trouble when trying to use the texture scaling mode: Hybrid-Bicubic. When I keep the EFB hack on disable it flows smooth at 60fps. If I do not it run the games about 30-45fps unstable. The point is I do not like the XBRZ for VC games, and I really like the H-B for those games, just perfect... The problem is I unchecked the Disable for EFB hack, the visual is solid no glitches except for the fps drop. If I keep it disable the game does emulate at 60fps, although the screen is constantly aleatory flickering with out of focused textures of the same screen. Sometimes my whole screen is splited in what appear to be 4 different screens of the same moment, altough not solid but more like flickering lines... As if parts of the textures that form my frame were aleatory town over my actual screen making it unplayable for visual reasons... I already tried as much as I could including catalyst and several different combined options, is also happening on 950, even so 950 is not much an option because of the weird sound is causes me, 750 has being just perfect... Any Ideas? Is it normal for Hybrid-Bicubic to be interfering with EFB hack disable? Something I have noticed is that if I set the H-B mode, and close the dolphin to re-open it, the program will pop-up a message telling me that mss4 something about not supported for opengl try to avoid force bla bla bla.... Point is the AA is always turned off both dolphin and catalyst, I can only imagine that H-B is forcing the very Backends to beyond their limits... All the 3 backends are showing this problem, although opengl is able to deal with it to a certain degree... Anyone? |
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