(09-01-2015, 04:45 PM)masterotaku Wrote: [ -> ] (09-01-2015, 02:53 PM)ZEROx Wrote: [ -> ]Yup it isn't makes much difference for normal scaled textures, even less for custom i think, but if some games have issues with force filtering there's a big chance this new scaling will help
This new filtering option doesn't affect custom textures. I checked with some kinda low resolution textures.
(09-01-2015, 03:45 PM)Khronikos Wrote: [ -> ]Tino, can you put a x level on the filtering slider just so we know which it is using?
The slider options, from left to right, are x2, x3, x4 and x5. I know because I dumped some scaled textures at the maximum setting and they were 5x bigger at each axis.
Thanks, would be good to get a slider number though just for confirmation.
updated the latest folder, merged master changes. some small changes to the video configuration dialog.
Gonna test it right now, let you know how things are.
(09-02-2015, 12:32 PM)Tino Wrote: [ -> ]updated the latest folder, merged master changes. some small changes to the video configuration dialog.
Good stuff Tino. Ishii is really excellent atm. Bicubic is very nice in more than a couple games. Haven't tested any xBRZ yet in anything where it matters but I am sure it will in something. Thanks for the slider numbers.
Okay so all seems good and well, the only thing now is the texture scaling performance hit. I'm not sure how much of a performance hit it should have at 2x for any method but in regards to that, it seems like if a game has more seperate objects or sprites on screen it is harder on the CPU, I noticed this from Donkey Kong Country Returns Bonus Rooms where there were tons of bananas. That may explain the slowdown in pre-rendered cutscenes but I don't know how much of a hit it SHOULD be having. What I could suggest is that whether it should be like that or not, having a hotkey to turn the texture scaling method you're using ON or OFF on the fly would be very convenient, espscially since some games would no longer use their pre-defined custom graphic settings meant for them vs what a user would try to use for all their games.
AS A SIDE NOTE, this should be an issue on my side since I had it before but don't remember how I fixed it. It seems whenever a game uses XFB, real or fake, I do get the games max framerate intended, but it's as if the animations for everything in the game get cut by half, and they go back to full speed when disabling XFB or just opening up the graphics menu. I would edit games .ini files but that's not really a solution to the problem plus I have no idea how to do that. I tried deleting my Dolphin folder in the documents and everything for it, a fresh start, no luck, no even a restart. I even tried official builds of Dolphin, 5.0 builds, 4.7xxx, even 4.2 Official just to make sure. So I am sure this is issue is soley on my side.
How big is the performance hit from the upscaling? In theory it should only lag when loading textures, like non cached custom textures do, maybe just a bit harder(?).
If it's a really big hit, what about scaling and directly dumping to disk and on the next game start, load from disk?
It's a semi big hit but only in those situations so far. So wait you're saying set it to 5x for example, dump the textures and load them as custom textures? Wouldn't I need to play through a whole game to get all the textures though?
(09-03-2015, 04:23 PM)xSonic521x Wrote: [ -> ]It's a semi big hit but only in those situations so far. So wait you're saying set it to 5x for example, dump the textures and load them as custom textures? Wouldn't I need to play through a whole game to get all the textures though?
Yes more or less. But if you play through the game in several sessions, only the 1st session and new levels are going to lag once. I would use the custom texture caching for this of course.
I think that's ShaderCaching which you're referring to, not the actual performance hit of the texture scaling feature itself or whether one has to go through a whole game to have all the textures dumped or not.
(09-03-2015, 08:37 PM)xSonic521x Wrote: [ -> ]I think that's ShaderCaching which you're referring to, not the actual performance hit of the texture scaling feature itself or whether one has to go through a whole game to have all the textures dumped or not.
If i get this correctly, then texture scaling is quite similar to shader compilation. If the scaled textures would be cached on disk, then it would hit the user the exactly the same way.