(04-28-2015, 05:31 PM)Knots Wrote: [ -> ]Some things to report w/ version 344(a35f3fc)...
Depth of Field works! Screens... (click for fullres)
OFF
ON
Shader notes...
-Does not work with anti-aliasing enabled (probably why most people see no difference)
-Blurring does not scale with resolution; effect is not very pronounced at higher IRs because of this. Blurring radius can be jacked up in config to counteract this a bit but at 4k for example, the effect is still severely diminished.
-HUD is blurred. This is to be expected in any "generic/blanket" shader solution. Suggest devs pursue texture-based HUD masking (per-game solution, maybe not ideal to some).
Overall, very impressive accomplishment. Getting depth-based shaders working in emulated games is a personal "holy grail" of mine and I'm sure many others. Tino had said exposing depth information was in the end extremely simple. If that's true, it's too bad this was never pursued before. I remember watching Mudlord try to get depth based shaders work in his fork of RiceVideo for n64 emus many years ago to no success!
One more thing...
Currently, loading custom tex in the .dds format is broken. It may be all .dds textures, I have not tested thoroughly, but my suspicion is that it's specifically .dds tex with included mipmaps. Here is a screenshot of the break.
Thanks for all your great work and I hope my post is helpful!
Thanks for doing the research. I totally didn't see the config button. Q.Q
I feel stupid. Anyway, you're totally right about this being a major accomplishment.
Big thanks for doing this!
Anyway, the only thing that held emulation back from a graphical stand point was the inability to add modern day effects to the games, making Hd texture packs stand out. (Great textures, garbage effects), but this is a giant step towards giving emulators the power to make HD Remakes with a flip of a switch. ^.^
Screenshot time! ^.^
 so in this screenie im using 2x internal resolution and 4x SSAA. Looks pretty good too. ^.^
THANK YOU, TINO! IT LOOKS AWESOME! I only wish the blur style could be changed, as in the way it looks. I think I'll tweak with your code to suite the looks, but here's what it looks like with my texture pack
I ALSO CAN'T WAIT TO SEE WHAT SSAO IS GOING TO LOOK LIKE!
(04-29-2015, 01:53 AM)ZeldaGamer23 Wrote: [ -> ]snip
yeah. Shaped DoF (circle pls!) would be nice. Manual focus would also be nice. In the case of your pack, a nice painterly look would be neato a la Skyward Sword.
Well, I also get "failed to compile pixel shader" crashes with some post procesing effects, but it also happens to me in master builds since ages ago. I'm not truly bothered by it, at least until SSAO is added to the list of effectsÂ
 .
I don't get those error, tested in 2 machines one intel cpu nvidia gpu, the second amd cpu and gpu, both windows 8.1.
i'm not at home until the weekend, will try to look at the issue then.
BTW: I have fxaa and texture sharpen checked. All other settings in DolphinFX are unchecked.
Greetings.
I just downloaded the latest revision of Ishiiruka and, I still get the warning message when trying to use DolphinFX, only the messages themselves have changed, happens with both OpenGL and D3D11 btw. Nothing was changed in the configurations, I unpacked and ran the emulator to check if the warning messages were gone.
OpenGL:
D3D11:
Pastebin link:
bad_ps_0000
Regards.
(04-29-2015, 03:01 AM)hyperspeed Wrote: [ -> ] (04-28-2015, 12:46 PM)rlaugh0095 Wrote: [ -> ]Im having the same problem as zeldagamer. :3
http://www.mediafire.com/view/83n8p7n74b...s_0003.txt
Same issue here when I select DolphinFX I get the same Warning message.
I'm on Win 10 build 10041 with nvidia driver downloaded from windows update.
Same issue in F-Zero GX.
In Sonic Unleashed game freeze( music working) in Holoska Day Stage Sonic. Not error message display.