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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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Sylph4

(12-23-2015, 10:59 PM)Tino Wrote: [ -> ]@Sylph4: can you give more detail on your problem?

Textures don't loaded at all. DX12 build loads them without problems.
(12-23-2015, 10:52 PM)Tino Wrote: [ -> ]Will try to add the filtering selection functionality soon thanks for your feedback.

That's great, thank you!

(12-23-2015, 11:15 PM)rlaugh0095 Wrote: [ -> ]As a small list of the games I know support nrm maps.

Fragile Dreams-Full support
Twilight Princess-Full Support
Pikmin2-Full support
Soul Calibur 2-Full Support
Smash Bros brawl-Full Support
Skyward Sword-Full support
Luigi's Mansion-Full support
Monster Hunter 3-Full Support
Resident Evil 4-Full Support
Fatal Frame:Mask of the full eclipse-Full Support

Xenoblade Chronicles-Partial support (I haven't test much but I know I couldn't get anything in gaur plains to work, but I got cliffsides in colony 9 to work)
Metroid Prime-Broken Support (only appears when you fire your arm cannon or in morph ball form.

Another thing to note, even if games don't support them in the environment, 9/10 the character models do, so that would be a good way to test them. Smile

Noticed the same in Prime(different rendering technique?). It could've been useful if you added this to the GitHub wiki.
(12-24-2015, 12:17 AM)intra Wrote: [ -> ]
(12-23-2015, 10:52 PM)Tino Wrote: [ -> ]Will try to add the filtering selection functionality soon thanks for your feedback.

That's great, thank you!




(12-23-2015, 11:15 PM)rlaugh0095 Wrote: [ -> ]As a small list of the games I know support nrm maps.

Fragile Dreams-Full support
Twilight Princess-Full Support
Pikmin2-Full support
Soul Calibur 2-Full Support
Smash Bros brawl-Full Support
Skyward Sword-Full support
Luigi's Mansion-Full support
Monster Hunter 3-Full Support
Resident Evil 4-Full Support
Fatal Frame:Mask of the full eclipse-Full Support

Xenoblade Chronicles-Partial support (I haven't test much but I know I couldn't get anything in gaur plains to work, but I got cliffsides in colony 9 to work)
Metroid Prime-Broken Support (only appears when you fire your arm cannon or in morph ball form.

Another thing to note, even if games don't support them in the environment, 9/10 the character models do, so that would be a good way to test them. Smile

Noticed the same in Prime(different rendering technique?). It could've been useful if you added this to the GitHub wiki.

 Tino:gc/wii only supports vertex ligthing, per pixel ligthing is just an improvement available on te emulator, the games with problems using bump and displacement don't use ligthing at all, for example metroid uses ligthmaps, and just enable ligthing for dynamic ligths, in order to correctly support bumps ,phong and displacement the original game has to use ligthing, if not, normals for the vertex are not present and necessary data is missing to calculate pixel lighting and displacement




I found a thread that may shed some light on the subject....no pun intended.

https://www.opengl.org/discussion_boards/showthread.php/162308-per-vertex-lighting-vs-per-pixel-lighting

If Tino want's, he can add them. I made a list a while back of games that support depth buffer effects like ssao and dof that he can also use as well. 

Also wanted to mention that very very few games support depth buffer effects and Phong Lighting. Games like Twilight Princess, skyward sword, Fragile Dreams, fatal Frame 3, and Pikmin 2 are very very rare and hard to find.

Really we need a whole team of people going through these games and finding out what works. There may be hundreds of these games sleeping in the list of games I don't care about playing. XD
just a correction: gc/wii only supports vertex ligthing, per pixel ligthing is just an improvement available on te emulator, the games with problems using bump and displacement don't use ligthing at all, for example metroid uses ligthmaps, and just enable ligthing for dynamic ligths, in order to correctly support bumps ,phong and displacement the original game has to use ligthing, if not, normals for the vertex are not present and necessary data is missing to calculate pixel lighting and displacement
(12-24-2015, 12:46 AM)Tino Wrote: [ -> ]just a correction: gc/wii only supports vertex ligthing, per pixel ligthing is just an improvement available on te emulator, the games with problems using bump and displacement don't use ligthing at all, for example metroid uses ligthmaps, and just enable ligthing for dynamic ligths, in order to correctly support bumps ,phong and displacement the original game has to use ligthing, if not, normals for the vertex are not present and necessary data is missing to calculate pixel lighting and displacement

Ohhh I get what you are saying thanks for the correction. ^.^
Something im curious about, is there anyway to inject a light source into these games? 
if you talk about the games that do not use ligthing, you have 3 inser 2 things, light sources and normals, i can calculate face normals inside the tesselation shader, but inserting light sources will be a lot of work, you have to detect in some way the scene/level where you are and then insert using some sort of ligth map the new ligths in specific positions for every scene/level.
(12-24-2015, 01:08 AM)Tino Wrote: [ -> ]if you talk about the games that do not use ligthing, you have 3 inser 2 things, light sources and normals, i can calculate face normals inside the tesselation shader, but inserting light sources will be a lot of work, you have to detect in some way the scene/level where you are and then insert using some sort of ligth map the new ligths in specific positions for every scene/level.

That sounds like hell. Q.Q 

So, are there easy ways to detect if a game uses lighting or light maps? I've come to a conclusion any game that gives you control of a flash light supports it and flicking perpixel lighting off and on sometimes helps narrow down games, but sometimes it's harder to spot. Skyward sword for example, I tried all these methods and didn't realize it supported normals until I made a texture.

ixlyzelion

I'm currently trying to run Brawl, but in addition to certain things being invisible in stages and movies, the menus constantly have this horribly washed-out look that I can't fix:

[Image: EwEjtob.png]

This occurs in both the latest stable 420 and the latest unstable 499, but only when using Direct3D9. Direct3D11 doesn't have the problem at all, and the game runs perfectly graphically, but even with 'Full Async Shader Compilation' ticked there are still too many lag spikes and stutters. I would much rather be able to play it on Direct3D9 for smoothness's sake. Additionally, using regular Dolphin (latest version) does not yield any issue -- it is only Direct3D9 on Ishiiruka. All settings (apart from the async shader setting) are at their default, but I have changed everything at least once to see whether it would fix the problem and I've gotten nothing so far.
@ixlyzelion: can you post your config file ,because i don't see those issues on my side, also dx11 should have less stutering because the number of shaders generated are less.
updated the wiki with the list of tested games credits goes to @rlaugh0095
https://github.com/Tinob/Ishiiruka/wiki/Material-Maps
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