Oh and super mario galaxy supports phong lighting so you can add that one too. Though I dont think the artstyle benifits from it.
For anyone else who wants to join in testing for support, feel free to browse the list of games we have thus far.
https://github.com/Tinob/Ishiiruka/wiki/Material-Maps
Oh and my advice is to focus on Wii games first. Im assuming why developers would opt out of using lighting on the gamecube was do to performance. It is possible that with the wii's boost in hardware that more games support it.
(12-30-2015, 07:11 AM)Ramoth Wrote: [ -> ] (12-29-2015, 01:42 PM)rlaugh0095 Wrote: [ -> ]Here is a video of my performance in Resident Evil 4. Im running it at 6x native res, 2xSSAA, async on, 5xBRZ, etc.
https://www.youtube.com/watch?v=QpLpTQbCtSc&feature=youtu.be
Could you test Dx12 vs OpenGL.
I tested it. opengl was a tad bit faster. I would say by 2fps. Though opengl was faster, it was also more inconsistant.
updated the latest folder with a new version, some fixes and merges,please test if the issues with rogue squadron are fixed now.
(12-30-2015, 01:40 PM)Tino Wrote: [ -> ]updated the latest folder with a new version, some fixes and merges,please test if the issues with rogue squadron are fixed now.
Rogue Squadron no longer crashes! Thanks!
All OpenGL rendering anomalies cured too.
DX12 doesn't crash now!
There are still some weird things there but I believe the same are affecting the master DX12.
Examples:
Strange mipmap tile shading. (RS Hoth)
Lines around polygon edges. (Spiderman 2, Super Mario Galaxy)
Shadowmap leaks and lines. (Spiderman 2)
Inverted Colors. (RS Last death star)
In DX12 the menu screen has a black background. I was able to cure most of the problems by disabling the most
of the default rendering EFB and XFB speed hacks. The other problems were cured by disabling AA (inverted colors, lines at poly edges, shadowmap leaks)
so AA seems to be problematic on the DX12 for a number of titles (it worked perfectly on New Super Mario Bros though).
Tino, all my issues with exclusive mode are fixed. SMG2 is running great. Thanks a lot!
Soooooooooooooooo does this means that Ishiiruka has absorbed hdcmeta's DX12 build?
Downloading the last version btw. Since DX12 has been my backend from a while now seems like Ishiiruka will become my standard Dolphin version.
Oh! I have a question about shaders. Will they be ported (IshiirukaFX and the likes) to the DX12 backend? I know there's a whole lot to polish before thinking about it, but i was thinking about SSAO, how it kills my performance and if thet effect would be diminished by DX12
(12-30-2015, 06:26 AM)Roynerer Wrote: [ -> ]Hey Tino, is there a way to tell which games will be 'compatible' with the custom material maps feature?
I've been trying to get bump-mapping to work in Mario Kart Double Dash but nothing is happening 
Is it one of those games that doesn't use the required lighting technique to utilize the bump-mapping/specular lighting feature? If so, how can we determine this with other games without having to go through the texture-making process?
Also, is it possible for you to implement support for games like Wind Waker and other games that use a different kind of lighting.
Could you provide a link to this? I can't seem to find it.
I'm still on Windows 7, so I have to ask: does the DX12 backend have a 3D Vision option?
Recent Nvidia drivers gave 3D support for DX12.