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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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I finally got aa-shader-4.o shader working on Dolphin. It's indeed very good with 3D games and increased internal res! Put it inside Scaling folder. I find it very good with 4x Internal res.

[attachment=14467]
(03-16-2016, 06:51 AM)Hyllian Wrote: [ -> ]I finally got aa-shader-4.o shader working on Dolphin. It's indeed very good with 3D games and increased internal res! Put it inside Scaling folder. I find it very good with 4x Internal res.

we have to select this in "texture scaling mode" ? because dont how it after copy in scaling folder
thanks
No you need to choose shader in postprocess.
(03-15-2016, 09:33 PM)Hyllian Wrote: [ -> ]Multipass. Super-xBR can't work in single pass. And that's why it is at least three times slower than the other texture scalers in Dolphin.

When Ishiiruka implement texture scaling by shaders, then you'll have full sxbr support and from many other filters.


That sxbr cpu filter isn't on par with the shaders yet (on IQ). It lacks some features I had to take off or else it would become slideshow. Other than that, I noticed that in games that use tiled textures (all pre-rendered Resident Evil for GC/Wii), texture boundaries are visible when you use sxbr. I don't know yet how to solve it (maybe it's unfixable). I can notice these seams with other texture scalers too, though much more subtle.

A full-fledged Super-xBR implementation can reach this quality -->  http://neogaf.com/forum/showpost.php?p=198043841&postcount=269

Those shots were taken using Retroarch's Shaders. Now see these screenshots taken with this Ishiiruka's Super-xBR CPU filter:

[Image: GLEE08_5.png]

[Image: GLEE08_1.png][Image: GLEE08_2.png][Image: GLEE08_3.png]

[Image: GLEE08_4.png][Image: GLEE08_5.png][Image: GLEE08_6.png]

[Image: GLEE08_7.png][Image: GLEE08_8.png][Image: GLEE08_9.png]

[Image: GLEE08_10.png][Image: GLEE08_11.png][Image: GLEE08_12.png]

[Image: GLEE08_13.png]

The one in this experimentation is inferior, because those pre-rendered texture are split in multiple tiled textures and filtered independetly, so the seams become totally visible.

EDIT: Now I noticed other thing, the tiled textures are low res when compared to fullscreen textures. I don't know if it's a characteristic of RE games on GC/Wii.

EDIT2: It's a common issue when applying a filter to textures. It happens with other emulators like PPSSPP. It's an unsolved problem.
Quality is incredible some screenshots on neogaf look like a pre rendered PS3 game. That fast version doesn't compare. Could you post full features version? Even if it's slow it may be useful for someone.
https://forums.dolphin-emu.org/attachment.php?aid=14467
I wonder if AA 4.0+Bump Mapping+Natural Vision wouldn't be to hard to port...
(03-16-2016, 07:36 AM)Ramoth Wrote: [ -> ]Quality is incredible some screenshots on neogaf look like a pre rendered PS3 game. That fast version doesn't compare. Could you post full features version? Even if it's slow it may be useful for someone.
https://forums.dolphin-emu.org/attachment.php?aid=14467
I wonder if AA 4.0+Bump Mapping+Natural Vision wouldn't be to hard to port...

There's no way to reproduce those screenshots in-game. Because The game engine put tiled textures over Those background textures, and The tiled textures are lower res than The background. This mess was caused by Capcom.
Regarding seams I left you a private message Hylian.
hey Tino,
do you think you could possible fix this with your version of Dolphin?


http://https://www.youtube.com/watch?v=yzA8QOG99dY


Thank you!
(03-16-2016, 08:00 AM)Ramoth Wrote: [ -> ]Regarding seams I left you a private message Hylian.

This extension may be useful for better texture filtering.

https://www.opengl.org/registry/specs/ARB/texture_filter_minmax.txt
(03-16-2016, 07:49 AM)Hyllian Wrote: [ -> ]There's no way to reproduce those screenshots in-game. Because The game engine put tiled textures over Those background textures, and The tiled textures are lower res than The background. This mess was caused by Capcom.
Are they screenshots you took and then rescaled? I see the "screenshot" text from the game.

I totally understand about the tiling issue though. It's the bane of my joy of older games with new hardware (I want to crank that AA up but then higher resolution + AA = low res game assets not getting positioned properly.
(03-16-2016, 09:23 AM)Kamikaze_Ice Wrote: [ -> ]Are they screenshots you took and then rescaled? I see the "screenshot" text from the game.

I totally understand about the tiling issue though. It's the bane of my joy of older games with new hardware (I want to crank that AA up but then higher resolution + AA = low res game assets not getting positioned properly.

I dumped The backgrounds using Dolphin. Then I upscaled them using Retroarch imageviewer core. Retroarch has many shaders.
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