(05-05-2015, 09:58 PM)Tino Wrote: [ -> ]The current dof implementation is just a concept to demostrate the usage of depth. It can be inproved a lot. If soneone cames up with a better inplementation i will gladly include it. I will improve the code myself after i finish the multi stage support.
Darn it man, each time you reply, I get the urge to buy you a drink! XD
(05-05-2015, 09:20 PM)ZeldaGamer23 Wrote: [ -> ] (05-05-2015, 09:09 PM)rlaugh0095 Wrote: [ -> ] (05-05-2015, 08:44 PM)ZeldaGamer23 Wrote: [ -> ] (05-05-2015, 06:38 PM)rlaugh0095 Wrote: [ -> ] (05-04-2015, 10:23 PM)Tino Wrote: [ -> ]
I already told that you have to be patient. but as a little advance report I already have SSAO Pass implemented what is missing is the support for multi-Pass shaders that is my next goal.
#TinoisDabest!
^This needs to trend on ever social media site out there.
By the way, I figured out how to get a decent amount of blur at 4k resolution, but I was wondering there was a way to improve the quality. Make it look less pixelated?
http://puu.sh/hC6ET/96886721ca.png
You know what kind of DoF effect looks beautiful - Matso DoF. However; we should just respect the work that he's done. I, for one, highly respect his work.
Example of Matso DoF, BTW.
I wasn't asking him to change anything, I was just asking if there was a way to make the effect smoother. Im fine with the effect the way it is. I think it's actually kind of cool the way it resembles skyward swords effect.
I think I found my presents for twilight princess.
http://puu.sh/hCaDf/71b1eb0e0d.png
Nice, but I wish the HUD wouldn't blur.
Yeah, I can deal with that though. The popping in and out on link was what annoyed me....until I realized I could change the areas that were affected by the DOF. Now it doesn't pop in and out while moving.....only when swimming which is tolerable.

I like the the popping in-and-out effect. It kinda gives it the illusion of motion blur

Sweet
Looks good! Man... that texture pack is so awesome; very inspirational.
(05-05-2015, 11:13 PM)ZeldaGamer23 Wrote: [ -> ]Sweet 
Looks good! Man... that texture pack is so awesome; very inspirational.
I know! It sucks it was never finished. It looked absolutely fantastic! But yeah, the DOF effect gives that final push in making it look more skyword swordish. I would say the only thing missing is decent lighting effects.
I must say, the sound stretching and the async shaders from what I've seen from the GC versions of Prime seems to work smoothly from what little I've tried of them. This build also lets me fast forward and the game resumes without any stuttering, which is nice to get through opening menus and things without worrying about hanging Dolphin.
So, I decided to give the
Prime Trilogy a run on this, because the game being locked to 480p on console is a travesty and the upscaling isn't pretty. Â Anyway, I ran into a bug a few minutes after starting Corruption from Metroid Prime Trilogy, and figured I'd relay it here:
Issue:
- Activation of Scan Visor in first room causes an error to occur: "Failed to compile pixel shader!" Â The six resulting files were generated as a result, and have been included as an attachment.
I was originally running with the DolphinFX shaders. Â I tried running without these shaders and it also crashed when I tried to go to the scan visor again. Â This problem therefore is consistently repeatable.
To establish what settings may be causing this, I tried all combinations of the Async settings presented, and every one of them presented issues:
- Nothing selected -- only generates a single message and then Dolphin becomes entirely responsive.
- Predictive -- same as above, only a single shader error message pops up and Dolphin hangs.
- Predictive + Wait -- same as above.
- Full Async -- six messages generate before dolphin hangs.
- Full Async + Predictive -- same as Full Async.
Additional Runtime Settings:
- Ishiiruka version "Ishiiruka.349(2c1f558).x64"
- 4x internal res
- Widescreen Hack
- Fast Depth Calc
- Dual Core / Idle Skipping / Cheats (none active)
- Time stretching (audio)
- DirectX 11
- The normal Dolphin branch (4.0-6144 - OpenGL AND Direct3D) does not have this issue, but it does have immense slowdown getting these shaders to become active.
How about another merge from master? (the latest changes / improvements / optimizations... anything but PR #2172)