DirectX12 is finally merged into master! Still sticking with Ishiiruka though due to Async shaders. Now that the Vulkan API's are out, I'm looking forward to see if anything gets made with that as well
(02-17-2016, 01:09 AM)Tino Wrote: [ -> ]the option is Cache textures in GPU if you have 4 gb or more gpu ram that option caches textures directly on gpu memory is the fastest you can get but eats all your gpu memory
Thanks Tino, loving Ishiiruka and really admire all work you're doing here.
(02-17-2016, 03:32 AM)walfo1 Wrote: [ -> ]DirectX12 is finally merged into master! Still sticking with Ishiiruka though due to Async shaders. Now that the Vulkan API's are out, I'm looking forward to see if anything gets made with that as well
Yeah me to Vulkan needs some love

Hi, I just ported a shader to Ishiiruka and it works well, though a bit slow on my laptop. It's called jinc2-sharper.glsl and is a scaling shader, so it should be put inside 'Scaling' folder (do not put it on PosProcessing folder, please). It should be used with native internal res (1x). I find it sharper than bilinear or bicubic and with much less aliasing. I ported it from Retroarch. I'd like to receive some feedback from users, specially the ones with high res displays. Tks.
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If you are interested i can add it to the next version
(02-17-2016, 11:26 AM)Tino Wrote: [ -> ]If you are interested i can add it to the next version
Yes! Feel free to add it!
I have one question for you about the folders. The shaders inside PosProcessing don't scale the framebuffer, right? Why did you separate the shaders based on if they scale or not the framebuffer? For me they seem to be the same thing, only that some of them scale by 1x and others by higher factors.
How can I stack 'Scaling' shaders in Ishiiruka??
I did not design the new post processing shader system, that work and credit goes to stenzek, Scaling shader are normally single pass shaders because they only change the size of the framebuffer, so it seems not necesary to stack many of them.
(02-17-2016, 10:52 AM)Hyllian Wrote: [ -> ]Hi, I just ported a shader to Ishiiruka and it works well, though a bit slow on my laptop. It's called jinc2-sharper.glsl and is a scaling shader, so it should be put inside 'Scaling' folder (do not put it on PosProcessing folder, please). It should be used with native internal res (1x). I find it sharper than bilinear or bicubic and with much less aliasing. I ported it from Retroarch. I'd like to receive some feedback from users, specially the ones with high res displays. Tks.
I'm not sure why you say it should only be used with 1x native res. Using this mixed with texture sharpening, 1080p res, and custom HD textures in Twilight Princess is really nice. It looks smoother then having Nearest Neighbor set while keeping the image sharp and less aliased. Also the FPS difference wasn't that much for me, 4 FPS difference at the most.
updated the latest folder with a new version, merged latest master changes, and some fixes. Enjoy.
(02-17-2016, 12:56 PM)TailsTheGamer Wrote: [ -> ]I'm not sure why you say it should only be used with 1x native res. Â Using this mixed with texture sharpening, 1080p res, and custom HD textures in Twilight Princess is really nice. Â It looks smoother then having Nearest Neighbor set while keeping the image sharp and less aliased. Â Also the FPS difference wasn't that much for me, 4 FPS difference at the most.
Because it's designed to work with native res. On upscaled res it'll lose a bit of its efficiency. You can clearly see it in psx-ported games to GC, like Resident Evil 3, for example. This game runs at 2x its original res (psx res) in GC, so jinc2-sharper will show some glitches with it.