(06-16-2015, 11:18 PM)Tino Wrote: [ -> ] (06-16-2015, 10:54 PM)CowlScatman Wrote: [ -> ]Hi Tino. I have 2 issues to report about the most recent update. Out of nowhere my performance went terrible after trying the newest version. Also the SSAO part of the Ishiirukafx isnt working right. On every game its giving me lots of lines everywhere. All parallel to each other its just shadows going in lines. But my performance went from no frame drops at all to not getting past 50 fps.
The game i was using was super smash bros melee.
I have an i7-4790k 4.0 ghz, gtx 760 2gb, 16 gb gskill ripjaw ram so it shouldnt be a hardware issue.
Edit: It seems to be something with OpenGL making the lag. Was completely fine besides the shadow lines when swapped to d3d
Thanks for the report, will take a look a t the ogl issue, about ssao, that is a known issue when you use low sample count, how many samples you have selected in the ssao configurartion?
currently 32 samples. I up'd it to 40 and they vanished. Also i have been tweaking it to try and make some games next gen looking but i am having one problem with the DOF effect. It doesnt focus properly and when i choose the ranges for it they jump everywhere.
Im working on making a perfect preset for Melee/Project M and the DOF issue is making it really hard to do. I want to make the stages and characters never get caught in the blur but it always seems to put them out of focus.
Im basically calling it Project Make Melee HD.
In the video you can see the DOF issue im talking about... sorta.
https://www.youtube.com/watch?v=yOiI5SGPwvo&feature=youtu.be
@CowlScatman: dof issue is causes by the way the dof shader work, when you select a focus point it reads the depth value and anything far from thaht point is blured, for that particular game is really difficult to find a spot in the screen to put the focus in, will try to thing in a diferent aproach, maybe multiple focus points for example, to compensate for scenarios like melee.
(06-17-2015, 12:42 AM)Tino Wrote: [ -> ]@CowlScatman: dof issue is causes by the way the dof shader work, when you select a focus point it reads the depth value and anything far from thaht point is blured, for that particular game is really difficult to find a spot in the screen to put the focus in, will try to thing in a diferent aproach, maybe multiple focus points for example, to compensate for scenarios like melee.
Sounds good. Multiple focus points does sound like a good idea, i just need it to not read anything up front and blur everything in the back. I have not one clue how any of it works at this point so ill let you work your magic

(06-17-2015, 12:42 AM)Tino Wrote: [ -> ]@CowlScatman: dof issue is causes by the way the dof shader work, when you select a focus point it reads the depth value and anything far from thaht point is blured, for that particular game is really difficult to find a spot in the screen to put the focus in, will try to thing in a diferent aproach, maybe multiple focus points for example, to compensate for scenarios like melee.
Oh forgot to add this.
When choosing a focus point it almost looks like it gets confused. Say i move it to the right, when i do that it decides to go to the front, go to the back, go to the middle, then do it again before ive even moved the bar 1/4 the way to the right.
Okay i dont know if i should call this a glitch, bug, or just lucky but i tried to use the sd card loader to use gecko and load a custom build of project m and it wouldnt work. So i just switched over to the netplay build 4.0-6554. When i came back i noticed something weird. I never unchecked sd card before i started and when i started the game without booting the boot.elf it decided to load through that way.
I have project m netplay version on an iso
And the custom build put into a sd.raw file.
It decided to now work when booting through gecko, so i played on 6554.
Came back to ishiiruka and booted the iso, custom build happens. wut
(06-16-2015, 03:44 PM)mimimi Wrote: [ -> ]If there is a flickering issue with the pr, can you report it on the pr page? The scaling is a seperate problem and if it is addressed, it will be done so in a different and later pr.
You can add this to the original (PR) post:
* Native IR + Unscaled EFB + EFB2Texture = partial updates working, no flickering issues
* 6xIR + Unscaled EFB + EFB2Texture = partial updates working, hi-res GFX but lo-res EFB, black shadow-like patches flickering like crazy
* 6xIR + Scaled EFB + EFB2Texture = partial updates don't work (no animation), no flickering issues
(06-16-2015, 06:54 PM)masterotaku Wrote: [ -> ]I'm waiting for that...
PR #2596 (PAL fixes part 2) is now merged to master.
And another one is waiting for a merge:
PR #2618 / #2619 (PAL fixes part 3 + UI improvements)
how do you download this for mac?
(06-19-2015, 06:41 AM)thegolfpony Wrote: [ -> ]how do you download this for mac?
sorry no mac support, I don't have a machinne to test and opengl is better on master.
Out of curiosity, when was the last time Tino worked on Dolphin master?