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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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http://puu.sh/p8w6O/1a653e11f4.png

Might not look like the original but I'm loving it. Just need to add my custom models.  Tongue


One thing to note.

When you enable tessilation some objects get inverted normals. (bassicly it determines the inside/outside of an objects + shading although that also gets defined by vertex colors.) This causes some objects that are originally dark to become very light and vice versa. As far as I can tell this only happens on the spawnable objects. I might be able to fix this but I don't know. Haven't really looked at the issue if i'm honest because I don't use tessilation on this game because it's polygon count is just wayyyy to low to be functional, however I don't know if other games suffer from the same.

I've got no issues using ishiiruka like other people are reporting. However I don't use dx12 (too unstable as of now but i'm patient  Smile)

Rimlight is also working perfect now. Need to rebalance the material maps tho, but that was to be expected.  Big Grin
In the latest ishiiruka 671, whenever I click on the Graphic tab, it just closes the application :/, I didn't have this issue in the previous version.
mario thousand years door


Is it possible that this build doesnt read bbox from ini at all?
error after error what ever i put in ini. But if i open GPU settings and set bbox to GPU it works fine without errors.Wtf
Confirm it just doesnt read override bbox from ini
how to test:
set bbox to the left(disable) in gpu options
open G8M.ini and set BBoxEnable = True
run game 15 second into the new game, right after mario set sails , unkown pointer pops up in endless loop.
(if u open gpu before the crash and set bbox=gpu error will not happen.) hence conclusion bbox from ini is not overriding gpu settings


Just tested with "default" dolphin when bbox from ini loads it shows on screen BBOX has been overriden by ini. It doesnt happen with Ishiiruka
i also see that Ishiiruka has two types of bbox? GPU and CPU
havent tested CPU, but that would indicate reason why it doesnt read ini Tongue
---
P.S
also selecting opengl in build would just crash the emu .671
I also experience the crashing when opening the graphic options window, but only with two backends.
My method is simple: I made a clean copy of Ishiiruka 671 (4c83074), and also created a portable.txt, for testing. And all I do is run Dolphin.exe and open up the graphics options window (no settings changed from Ishiiruka's default configuration).

My results:
Software Render DOES NOT crash.
Direct3D11 DOES NOT crash.
Direct3D9 CRASHES
OpenGL CRASHES
I can't test Direct3D12 (I'm on Windows 8.1)

NOTE: I'd like to point out that you can use all backends by changing it in Dolphin.ini, so I think the problem lies with the interface/gui portion of the backends (nothing to do with their function/performance).


Speaking of ini files, I noticed \\Dolphin Emulator\Config\Dolphin.ini now has some IshiirukaFX settings in it.
I've not been monitoring those ini files so I don't know if this was always the case. Just happened to notice it when I went to edit GFX.ini to add "LastStoryEFBToRam" for The Last Story.

And speaking of The Last Story, I've been using "LastStoryEFBToRam = True" ever since you told me of its existence. Sometimes when I add it to the GFX.ini it will either get set to "False" after starting Ishiiruka or it will get removed from the ini entirely. I can't reproduce this, but I've had three occasions where I add this to GFX.ini, save it, and load Ishiiruka and go straight to the game only to find it not working. Upon checking GFX.ini again and this is when it's either set to "False" or removed completely.


Finally, and the reason for this post, I wanted to share my opinion on the "Auto Bumps" feature.
There is one thing that I really dislike about it--causes aliasing. I've increased the Bump Strength a few ticks via arrow keys to make this easier to notice in a screenshot. The portion circled is far worse in motion even at lower levels of strength. The angle of the texture, relative to the screen, can also cause bad aliasing.
I can only think of three ways to reduce aliasing (I'm sure there are other/better/more elegant/practical ways)
I) Get antialiasing working on this. In my screenshot above I'm using 2xMSAA instead of SSAA because I'm forcing SGSSAA. This has slightly stronger/blurrier FSAA than SSAA, and it does nothing for this aliasing. Are "Auto Bumps" after AA passes? Could they be inserted earlier to benefit from AA/scaling?
II) Masking shaders (wrong term?). I don't know how to describe what's in my head accurately, but this would do stuff to basically fade/blend the "Auto Bumps" based on angle to the screen sort of like how anisotropic filtering behaves.
III) I could increase my resolution so I have more pixels to show all that detail at such angles.... if I was fine with <10 fps (and had a display with a matching native resolution). Not realistic.


Crap I made another big post Sad
(05-29-2016, 03:27 AM)Tino Wrote: [ -> ]updated lates folder with a new version, Merged latest master changes, added support for forced ligthing on all 3d elements, that allow to use material maps even on games like zww and the last history that does not use ligths in the scenarios, the only problem is that only rim ligth will affect those elements but is a nice start. forced ligthing requires pixel ligthing and tesselation enabled to work.
@Rickv123: i really forget to include material specular value in the math, now is added please let me know if it works right.
feedback is welcome.

Sweet, i'll have to give this a go when I get back home. Smile Metroid Prime Texture pack, here I come!
(05-29-2016, 09:47 AM)Rickv123 Wrote: [ -> ]http://puu.sh/p8w6O/1a653e11f4.png

Might not look like the original but I'm loving it. Just need to add my custom models.  Tongue


One thing to note.

When you enable tessilation some objects get inverted normals. (bassicly it determines the inside/outside of an objects + shading although that also gets defined by vertex colors.) This causes some objects that are originally dark to become very light and vice versa. As far as I can tell this only happens on the spawnable objects. I might be able to fix this but I don't know. Haven't really looked at the issue if i'm honest because I don't use tessilation on this game because it's polygon count is just wayyyy to low to be functional, however I don't know if other games suffer from the same.

I've got no issues using ishiiruka like other people are reporting. However I don't use dx12 (too unstable as of now but i'm patient  Smile)

Rimlight is also working perfect now. Need to rebalance the material maps tho, but that was to be expected.  Big Grin

Yeah a lot of games crap out with tesselation, though some models look pretty good. I'd just make a test texture to see what models look bad and which are passable. If I get my current test pack up to snuff, i'll show off some sweet tesselation I did in tp.
I just found out we have a new toy to play with in the IshiirukaFX toybox, Gaussian AnamFlare. Those are the settings I'm using for Baten Kaitos (gamecube game). It's just another bloom shader, but I'm using in addition to the other Bloom tab in ishiirukaFX, as well as Blended Bloom in DolphinFX. I find this makes for a decent alternative for SSGI in Baten Kaitos (SSAO & SSGI don't like the pre-rendered background and 2d/interface elements). For games that don't play nice with depth buffer shaders, like Baten Kaitos, I think it makes for a decent alternative to SSGI (or at least how I use SSGI).

Second link of each pair is showing how IshiirukaFX's "bloom only" looks.
No bloom vs IshiirukaFX "bloom"
Showing bloom only *Same picture in both. Not a comparison. Only used to stay consistant.

IshiirukaFX "bloom" vs IshiirukaFX "bloom" + DolphinFX "blended bloom"
Showing bloom only

IshiirukaFX "bloom" + DolphinFX "blended bloom" + Gaussian AnamFlare
Showing bloom only *Guassian AnamFlare is very easy to see here.

I really like the options to see only specific shaders like "ambient/bloom/ilumination only". Could similar options be applied to some other shaders like tone mapping, pixel vibrance, DOF? and speaking of those "X only" options, I think they should move into seperate shaders like how "Depth" is.
Just sharing more thoughts.





(05-29-2016, 09:47 AM)Rickv123 Wrote: [ -> ]http://puu.sh/p8w6O/1a653e11f4.png

Might not look like the original but I'm loving it. Just need to add my custom models.  Tongue


One thing to note.

When you enable tessilation some objects get inverted normals. (bassicly it determines the inside/outside of an objects + shading although that also gets defined by vertex colors.) This causes some objects that are originally dark to become very light and vice versa. As far as I can tell this only happens on the spawnable objects. I might be able to fix this but I don't know. Haven't really looked at the issue if i'm honest because I don't use tessilation on this game because it's polygon count is just wayyyy to low to be functional, however I don't know if other games suffer from the same.

I've got no issues using ishiiruka like other people are reporting. However I don't use dx12 (too unstable as of now but i'm patient  Smile)

Rimlight is also working perfect now. Need to rebalance the material maps tho, but that was to be expected.  Big Grin
Very nice. Love me some Bokeh DOF. I just wish the transition was gradual instead of instant, but I'm thankful it works at all.
See: cliff side by right hand between building and the water, and around the light pole on the housing/dock/platform further to the right.

The constructive criticism you didn't ask for Tongue (my opinion:
The fence has to much lighting and not enough shadowing. Cause by rim lighting I suspect. Personally I prefer to balance lighting around the small/detailed scenery objects that like that fence or chairs/rocks/buckets/planters/awnings. I sacrifice quality of bigger models/textures to focus on full scene immersion by eliminating as many things as possible that look "bad" or "out of place" (think old school cell animated cartoons like Looney Tunes. The backgrounds were painted, and animation cells were placed on them. If the background had an animated part it would get copied to a cell and this cell was clearly different looking than the background it's a copy of (like a tree or door).)
SSAO needs some attention, and you probably already knew that. It's too dark with such small coverage. Again, I'd personally tweak for the small stuff again, and in this case it would be the grass. Specifically, the area of the grass behind Shulk's legs which is getting occluded and looks out of place IMO. But this is as expected without ray-tracing. You can kind of hide this limitation better if you use multiple SSAO shaders, a soft/light one with large coverage and a smaller/darker one. I used SSGI (soft) and SSAO2 (dark) while playing Xenoblade.






CRAP. Still another long post Blush
(05-29-2016, 06:42 PM)Kamikaze_Ice Wrote: [ -> ]Very nice. Love me some Bokeh DOF. I just wish the transition was gradual instead of instant, but I'm thankful it works at all.
See: cliff side by right hand between building and the water, and around the light pole on the housing/dock/platform further to the right.

hi ice, can you please share again how to activate sgssaa for dolphin via nv inspector again?

i knew you've that configuration some times ago, and i try once but not working, and now i'm getting difficult to find that post ( regret never bookmark it)
so i figures maybe it is faster to just ask your right here [Image: smile.gif]  thx in advance
(05-29-2016, 03:45 PM)rlaugh0095 Wrote: [ -> ]Yeah a lot of games crap out with tesselation, though some models look pretty good. I'd just make a test texture to see what models look bad and which are passable. If I get my current test pack up to snuff, i'll show off some sweet tesselation I did in tp.

Yeah but TP has a decent polygon count. Xenoblade is just horrible for tessilation. Just look at this. However I can't really blame the developers of the game. I mean they offer a 60+ hour game without even doing like sidequest or exporing. They most of had other priorities. Like something to do in the overworld. Something twilight princess kinda lacks.  Tongue. Not bashing at the game. I mean at least Zelda Twilight Princess has some realtime shadows like Links shadow. Xenoblade has like a boring circle underneath the characters. Anyway I hope you'll have somthing nice to show.  Smile  Haven't really played twilight princess in a while.

(05-29-2016, 06:42 PM)Kamikaze_Ice Wrote: [ -> ]Very nice. Love me some Bokeh DOF. I just wish the transition was gradual instead of instant, but I'm thankful it works at all.
See: cliff side by right hand between building and the water, and around the light pole on the housing/dock/platform further to the right.

I know exacly what you mean. I also am slightly annoyed by that however you won't really notice while playing the game so I gave it a pass.


(05-29-2016, 06:42 PM)Kamikaze_Ice Wrote: [ -> ]The constructive criticism you didn't ask for Tongue (my opinion:
The fence has to much lighting and not enough shadowing. Cause by rim lighting I suspect. Personally I prefer to balance lighting around the small/detailed scenery objects that like that fence or chairs/rocks/buckets/planters/awnings. I sacrifice quality of bigger models/textures to focus on full scene immersion by eliminating as many things as possible that look "bad" or "out of place" (think old school cell animated cartoons like Looney Tunes. The backgrounds were painted, and animation cells were placed on them. If the background had an animated part it would get copied to a cell and this cell was clearly different looking than the background it's a copy of (like a tree or door).)

To be honest the bright fence isn't caused by the rimlight, but the recklessness by me. Brief explenation of what my patch does as far as lightning goes. So when you have the normal game the game uses only one set of lightning. I call it ambient lightning. AKA like this basic one colored lightning. Nothing special. Thats why specular lightning doesn't do anything. Because there isn't really a light source. Now I switched the lighting ID of the objects to another ID that the developers left withing the lightning code. That lighting has a slight reddish color to it. Possibly to represent the sun's color. Now to compliment that reddish color I made the materials blue so you get like the sun light and sky light effect even though the sky light is just a simple color. Not actually lightning. originally most objects at the hex value FFFFFF. That means R 255 B 255 G 255 Alpha 255 Now I don't know what formula I used but eventually I came with 87 95 BF FF . This translates to R:135 G:149 B:191 Alpha:255. This causes the blue shading. However some objects have a value that is 7F7F7FFF which is R:128 G:128 B:128 A:255. But I just pasted the 87 95 BF FF value over it causing it the be slightly brighter than the original. And that's what you're seeing. I just need to darken it slightly but i'm kinda lazy.  Tongue

(05-29-2016, 06:42 PM)Kamikaze_Ice Wrote: [ -> ]SSAO needs some attention, and you probably already knew that. It's too dark with such small coverage. Again, I'd personally tweak for the small stuff again, and in this case it would be the grass. Specifically, the area of the grass behind Shulk's legs which is getting occluded and looks out of place IMO. But this is as expected without ray-tracing. You can kind of hide this limitation better if you use multiple SSAO shaders, a soft/light one with large coverage and a smaller/darker one. I used SSGI (soft) and SSAO2 (dark) while playing Xenoblade.

I'll see if I can imporve opon it. One problem is that the lightning ID is too bright in some scenarios so I have to kinda nerf that stuff using IshiirukaFX. So I need to find a balance between my settings and the one you posted a while back.


(05-29-2016, 06:42 PM)Kamikaze_Ice Wrote: [ -> ]CRAP. Still another long post  Blush

Not any more you're not  Tongue
(05-29-2016, 11:36 PM)zerr11 Wrote: [ -> ]IT CRASH man you test game metal gear solid ? this game crash can run one time, but seconde time error and another all time. only this game crash i think other games work.


the game works properly for the first use of the emulator for the second time error do not know what it depends on.

the game works properly for the first use of the emulator for the second time error
crash appears after the first film in the game, the stage of swimming Sneak
I do not know what it depends on.

yes i test portable.text is same problem here is new pictures when i want use some tool debbuger textures: new bug...
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