Super mario galaxy does a dirty trick that avoids using ssao and dof, it renders the 3d scene then it copies the scene to memory and add the 2d elements after that. This destroy the depth buffer content avoiding any effect that uses depth info.
(06-09-2015, 10:08 AM)TheMaster627 Wrote: [ -> ]snip
Yeah. SMG doesn't work with depth based effects like SSAO and DoF presently. This is due to the game's rendering technique. The final depth buffer is totally empty, nothing for the effects to work with.Â
There is no work around for this. Never say never but don't get your hopes up
EDIT: Darn! Tino'd!!
So no SSAO for Mario kart wii too Tino?

(06-08-2015, 05:34 AM)jcdaza Wrote: [ -> ]a while ago, mimimi created a code to make the last story run a LOT faster on dolphin, with the side effects of break another games. Someone created a custom build with that code using the master branch, so i was wondering if someone can make the same using the ishiiruka source code. it will help with the stutter 
Code:
Replace the 2nd half of TextureCache::TCacheEntry::FromRenderTarget in TextureCache.cpp(d3d version!) with:
  if (!g_ActiveConfig.bCopyEFBToTexture)
  {
    u8* dst = Memory::GetPointer(dstAddr);
    // Block of code just to get encoded_size, copied from g_encoder->Encode. OGL does this differently
    EFBRectangle correctSrc = srcRect;
    correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
    unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
    unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
    actualHeight = (actualHeight + blockH - 1) & ~(blockH - 1);
    unsigned int numBlocksY = actualHeight / blockH;
    size_t encoded_size = bpmem.copyMipMapStrideChannels * 32 * numBlocksY;
    size_in_bytes = (u32)encoded_size;
    if (!isIntensity && (dstFormat == 0 || dstFormat == 6) && native_height != 1 && (native_width == 64 || native_width == 128 || native_width == 256))
    {
      g_encoder->Encode(dst, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf);
      TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
    }
    hash = GetHash64(dst, (int)encoded_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
  }
since the code was posted some time ago, i think it need some changes to make it work with the efb to texture check box. Â
What GPU you got? if you have GTX 970 or above the game runs smooth and no stutters just to let you know.
(06-09-2015, 06:59 PM)nate2000 Wrote: [ -> ]What GPU you got? if you have GTX 970 or above the game runs smooth and no stutters just to let you know.
The hack i wrote makes the game playable with efb to texture, while on master you need efb to ram for the clothes to work. In some situations, efb2tex runs 2x as fast as efb2ram in this game. But i guess Tino knows about this, and if he wanted to integrate this, he would have done so. I wouldn't be surprised if this hack is too much of a hack for Ishiiruka-Dolphin. (it is hardcoded for one single game, and doesn't do any good in any other game. The same applies to the similar hack for new super mario bros)
(06-10-2015, 02:49 AM)mimimi Wrote: [ -> ] (06-09-2015, 06:59 PM)nate2000 Wrote: [ -> ]What GPU you got? if you have GTX 970 or above the game runs smooth and no stutters just to let you know.
The hack i wrote makes the game playable with efb to texture, while on master you need efb to ram for the clothes to work. In some situations, efb2tex runs 2x as fast as efb2ram in this game. But i guess Tino knows about this, and if he wanted to integrate this, he would have done so. I wouldn't be surprised if this hack is too much of a hack for Ishiiruka-Dolphin. (it is hardcoded for one single game, and doesn't do any good in any other game. The same applies to the similar hack for new super mario bros)
Forgive me for my ignorance of programming; but can't you engineer the hack in a way that it only can activate if Dolphin detects that this is the game running and default to the proper code if it is anything else? I am not advocating this at all; just wondering if it is possible to set up a flag or something that will keep the code deactivated unless Dolphin detects the game the hack is designed for is running. When this happens, it deactivates the code for proper emulation and runs the hacky code instead.
v5.0 Stable is coming soon. If you check out the GitHub page, you can see the devs are preparing for the release (cleaning up stuff and merging PRs like crazy)

(06-10-2015, 07:01 AM)JosJuice Wrote: [ -> ]And how do you know if the list of Milestone=Current issues is going to be empty soon? 
It makes sense to release v5.0 ASAP, focusing only on the most important issues and (trying to) fix the rest in a future point release. The latest dev builds, even with the current set of issues are a HUGE improvement over the old, slow, inaccurate and buggy v4.0.2-stable.
Another hint:
You can (finally) download updated
stable builds.
And another one: PR #2538 -> milestone ?
(06-10-2015, 06:56 AM)kirbypuff Wrote: [ -> ]v5.0 Stable is coming soon. If you check out the GitHub page, you can see the devs are preparing for the release (cleaning up stuff and merging PRs like crazy) 
Great! I wonder if someone will fix the Anisotropic Filtering (D3D backend) issue I reported on March. It's easy to avoid the problem, though.