(11-06-2015, 12:09 AM)Tino Wrote: [ -> ]3d games uses triangle to describe surfaces, the more triangles you use the more detailed the surface is, the problem is that a lot of triangles means a lot of processing from the cpu side. Tessellation use the gpu to divide big triangles into smaller triangles, that way you can, smooth the surfaces or even apply textures with displacement data to them to increase geometric detail in the objects.
I like how ssao and ssgi works with it. :3 makes it look more natural. Btw I have a question regarding specular lighting. I've noticed that the. Nintendo 3ds uses perfragment lighting in it's games. Is this any different than Phong Lighting and if so, is it possible to use?
perfragment lighting means that you are calculating lighting on every fragment/pixel, that is supported in dolphin using per pixel ligthing, phong is one specific algorithm to estimate the specular lighting component.
(11-06-2015, 01:10 AM)Tino Wrote: [ -> ]perfragment lighting means that you are calculating lighting on every fragment/pixel, that is supported in dolphin using per pixel ligthing, phong is one specific algorithm to estimate the specular lighting component.
Oh okay. I've been looking into it myself.
https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php
It's all above my head XD
I love the looks of these lighting effects though. I've started documenting usage of Per fragment on my miiverse account.
I think this effect alone makes 3ds games look as good as they do.
@Tino The Zelda map bug is back in version 455 x64 in DX11. It actually appears a little strange but visible at first. Then after a few minutes of playing I check the map and it's gone again.
@tekn0: can you be a little more specific on the issue?
I've tried creating a material map for Zelda Ocarina of Time. I created it correctly, and with the tool from the first page I obtained the final ".nrm.png" texture. But it doesn't load ingame, I just see the usual custom texture. I have the latest Ishiiruka build (455) and have enabled per pixel lighting (and also tried setting phong lighting off and on) and the "Load Custom Material Maps" option is also enabled, as well as "Load Custom Textures", of course.
Is it because the game doesn't have a visual difference between per pixel lighting on and off? Does the compatibility of material maps depend on the game? Of course, tesselation also does nothing. I was planning to do great things with this.
masterotaku That mean that the game is not using lighting for that specific material.
(11-06-2015, 08:22 AM)Tino Wrote: [ -> ]masterotaku That mean that the game is not using lighting for that specific material.
Could you try to add tessellation and custom maps support for materials without lighting. I think you mentioned before that it's possible to do.
(11-06-2015, 02:27 AM)tekn0 Wrote: [ -> ]@Tino The Zelda map bug is back in version 455 x64 in DX11. It actually appears a little strange but visible at first. Then after a few minutes of playing I check the map and it's gone again.
I apologize, the map in skyward sword disappears after a few minutes of playing.
Ishiiruka-Dolphin Custom Version :
why fps is low ? in resident evil 3
in version Dolphin 4.0-8122 Standard : works good stable fps 30 but in Ishiiruka-Dolphin Custom Version only 20- 25 fps
i used same option nothing special...
what is wrong ?
i thing is problem DX11 but in version Dolphin 4.0-8122 in option write only Direct3D is faster and Ishiiruka-Dolphin Custom Version in option write DX11/DX9 i think is same but is slow.
and pls will by fix this bug when added weapon in inventory ? + pls fix filtering is looking weak.