08-21-2013, 09:22 AM
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08-21-2013, 09:29 AM
Just use an injector. I'm pretty sure dolphins current post-processing shader implementations is not sufficient for making such a shader work natively.
Here's a 64 bit sweetfx build that supports SMAA: http://forums.guru3d.com/showpost.php?p=4581604&postcount=528
Here's a 64 bit sweetfx build that supports SMAA: http://forums.guru3d.com/showpost.php?p=4581604&postcount=528
08-22-2013, 05:10 PM
Sadly, sweetfx crashes on my laptop, but it works great on my desktop. (which I won't have access to for about a year since I'm going away) Funny because I use Tridef 3d no problem with anaglyph glasses and it works smoothly on HL2, even without power3d which I believe uses shaders to work (although I believe they intended it to work with Intel gpus)
10-28-2013, 08:55 AM
Quote: I'm pretty sure dolphins current post-processing shader implementations.........................
is not sufficient for making such a shader work natively.
This has been implemented in newest Dolphin git.
Please proceed to eat your words.

10-28-2013, 01:04 PM
For anyone interested, the commit mudlord is referring to is 4.0-273 (hash: cfa709a1c544df831a73dcaeec5c49072e9bf6e9), so use that if you want to check it out.
Kudos mudlord, nice to see it added to Dolphin. I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?
Kudos mudlord, nice to see it added to Dolphin. I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?
10-28-2013, 01:18 PM
mudlord Wrote:This has been implemented in newest Dolphin git.
Please proceed to eat your words.
Well that's what neobrain told me when I asked him about it a few months ago. *Shrugs*. Then he went on about how great lua is
.Shonumi Wrote:I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?
SMAA is just a set of fairly minor modifications made to the FXAA shader. So if FXAA can be implemented so can SMAA.
10-31-2013, 10:14 AM
(10-28-2013, 01:04 PM)Shonumi Wrote: [ -> ]I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?SMAA would involve a rewrite of postprocessing code. SMAA uses multiple passes and requires certain external textures being used as lookup tables.
10-31-2013, 10:18 AM
Isn't FXAA normally multi-pass too?
10-31-2013, 10:27 AM
If the shader is written properly like the implementation in Dolphin now, no.
10-31-2013, 11:15 AM
FXAA blurs the textures making them less sharp, FXAA Bad for textures, Good for Polygons... best to stick with MSAA .
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