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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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@Hyllian: I forgot something, first thanks for your great shaders the quality you add to clasic games is great, second, i have and old request that is pending that is port texture scaling from the cpu to the gpu to increase performance, the best way I can Think is use just xbr and apply you xbr shader to the textures when they are loaded, my question is, is posible to do a shader that receives the scale as a parameter or i have to do a single shader for every sigle scale that i want to support?
(02-19-2016, 11:29 PM)Tino Wrote: [ -> ]Is really weird what you describe, will take a look but i'm really sure that efb scale is correct, just to be shure you have to get some insides on how the wii/gc works.
you have an internal frame buffer, that we call EFB, basically it can handle up to 640x528 pixels, normal games render 3d contents to the efb, then when they whant to present it on the screen they copy  efb content to a new buffer that we call xfb, that is the real buffer that will be rendered to the screen, the problem that I thing you are seeing is that most of the time the copy from efb to xfb is scaled and stretched, so you dont get an exact 1 to 1 pixel mapping from efb to the screen, so there is always dependig on the game, a posibility that the output is not exactly what you desire, will take a  look at the code to be sure that i did not introduce a bug, but from my experience that is the problem you are suffering.
Maybe it's not a bug, but just a behavior as you described.
(02-19-2016, 11:36 PM)Tino Wrote: [ -> ]@Hyllian: I forgot something, first thanks for your great shaders the quality you add to clasic games is great, second, i have and old request that is pending that is port texture scaling from the cpu to the gpu to increase performance, the best way I can Think is use just xbr and apply you xbr shader to the textures when they are loaded, my question is, is posible to do a shader that receives the scale as a parameter or i have to do a single shader for every sigle scale that i want to support?

Yes, it's completely possible. Unlike cpu filters, the shaders are much more flexible! And I'd like it to be loaded from an external shader file as thepostprocessing ones!
Tino, I have a request specifically for Super Mario Sunshine: please, can you make a "Quadruple Video Rate Hack" option?

Somehow recently cleaning in the game works with EFB to texture, so I'm getting consistently a lot more than 120fps, and the 120fps code for the game works great. But I can only use it at the correct speed with the double video rate hack + 200% speed, but sound has double the speed and pitch. With the hack I'm requesting I would be able to play it at 120fps and correct audio.

Double Video Rate Hack works for Smash Bros. Brawl because it runs originally at 60fps, but Super Mario Sunshine has to go from 30fps to 120fps.

If for some reason you can't or don't want to make it, I can still play in 3D at 60fps per eye (which counts as 60fps for the emulator), which I'll do most of the time anyway.
(02-19-2016, 10:59 PM)mstreurman Wrote: [ -> ]I think you need a texture pack that also enables tessellation, it is not a magic feature that just adds extra vertices without knowing where to put them and games on the GameCube or Wii didn't use this feature at all...

This is correct, though the rounding slider should work without a pack. 
here is a link for test textures.

https://mega.nz/#!UUBm2TLK!d2N7sDvpMjn40vhSMZ5DVTQ1UGH6sQaXl0Pafg-oRfk

Only death mnt and kakoriko is included in this one.
Strange behavior of tesselation
[Image: Immagine.jpg]

Is it "normal"? Any way to fix it?
(02-20-2016, 03:40 AM)otherman Wrote: [ -> ]Strange behavior of tesselation
[Image: Immagine.jpg]

Is it "normal"? Any way to fix it?

yes in the current version that is normal, because i added a limitation to avoir poligon breaks, will add an option to solve that so you can use the full rownding.
(02-20-2016, 02:15 AM)masterotaku Wrote: [ -> ]Tino, I have a request specifically for Super Mario Sunshine: please, can you make a "Quadruple Video Rate Hack" option?

Somehow recently cleaning in the game works with EFB to texture, so I'm getting consistently a lot more than 120fps, and the 120fps code for the game works great. But I can only use it at the correct speed with the double video rate hack + 200% speed, but sound has double the speed and pitch. With the hack I'm requesting I would be able to play it at 120fps and correct audio.

Double Video Rate Hack works for Smash Bros. Brawl because it runs originally at 60fps, but Super Mario Sunshine has to go from 30fps to 120fps.

If for some reason you can't or don't want to make it, I can still play in 3D at 60fps per eye (which counts as 60fps for the emulator), which I'll do most of the time anyway.
no problem will add it in my next version
(02-20-2016, 01:17 AM)Hyllian Wrote: [ -> ]Yes, it's completely possible. Unlike cpu filters, the shaders are much more flexible! And I'd like it to be loaded from an external shader file as thepostprocessing ones!

nice, will try to implement a texture pre processing shader, count on you to do the shader then Smile?
(02-19-2016, 11:31 PM)Tino Wrote: [ -> ]to be sure that is working for you, enable wireframe, and then play with tesselation controls, if you dont see the difference please let me know to see if there is an issue i can fix.

yea it does nothing, polygons don't multiply or anything.
I was using r560.

my graphics card is a GTX 980 TI, drivers are the latest.

is there anything else that could block tesselation from being used?
I tried both DX11 and 12 render, it doesn't worth with either of them.
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