(06-29-2016, 08:35 PM)daunow Wrote: [ -> ]Is it normal for one shader to make you GPU usage from 20%-24% to 70%+? Also Async Shaders, how do I enable them or does it come enabled? I am also guessing this is because I have a 970.
post processing shaders can be very heavy on the gpu side so is not weird to get 70 or more % usage, async shaders does not depend on the gpu, the option is inside the hacks pane in the graphic configuration window.
I made an album of some bump mapping things with wind waker. So far I'm loving it but I'm gonna have to work on it a little bit.
I also made a tumblr where im gonna post updates as well as the album.
http://imgur.com/a/d9HH2
http://cowlscatman.tumblr.com/
Once I am caught up with Hypatia's pack (What my entire project is based on cause high res is soo much easier to work with. Plus i have his permission) im gonna be working to keep it updated on the same points.
So, any tips to maximize the performance on Super Mario Galaxy? I don't think the async shader is working.
And where has some bright light, like the sunlight in the very first stage, the FPS drops.
I am using the 699.
(06-30-2016, 12:11 AM)CowlScatman Wrote: [ -> ]I made an album of some bump mapping things with wind waker. So far I'm loving it but I'm gonna have to work on it a little bit.
I also made a tumblr where im gonna post updates as well as the album.
http://imgur.com/a/d9HH2
http://cowlscatman.tumblr.com/
Once I am caught up with Hypatia's pack (What my entire project is based on cause high res is soo much easier to work with. Plus i have his permission) im gonna be working to keep it updated on the same points.
That looks very good.
Is there a general combination of settings for bump mapping, tesselation, specular reflection, ambient occlusion, etc., that would work well enough for most games, or do these effects require custom textures and have to be carefully tweaked for each game?
(06-30-2016, 12:24 AM)jael182 Wrote: [ -> ]So, any tips to maximize the performance on Super Mario Galaxy? I don't think the async shader is working.
And where has some bright light, like the sunlight in the very first stage, the FPS drops.
I am using the 699.
Your computer has pretty decent specs.
Rename your dophing and graphics ini files and run the game to create fresh default ones. Â This will give you a good baseline to start from and you can start adding features one at a time to see which ones cause significant degradation. Â Very high internal resolutions (above ~3x), vsync, high levels of AA (above ~4x), large cutom textures, especially in png format, and perhaps some of the Ishiruka specific enhancements, will all have a cost to performance.
Are you using the custom texture pack from the HD Textures form? Â If so, I would recommend using the dds version with the reduced size. Â It helps performance a lot.
(06-29-2016, 09:27 PM)Tino Wrote: [ -> ]post processing shaders can be very heavy on the gpu side so is not weird to get 70 or more % usage, async shaders does not depend on the gpu, the option is inside the hacks pane in the graphic configuration window.
Hmm, these seem to be the same thing as those ReShades for games people do, and those don't take as much GPU Usage.
guessing they are different though.
Would you mind giving me some good shades I should use? or at least one? was trying SSAO but maybe I need to compare it side by sibe but barely noticed any difference, I also noticed that lowering the internal resolution lower the usage a bit.
Also thanks.
(06-30-2016, 12:11 AM)CowlScatman Wrote: [ -> ]I made an album of some bump mapping things with wind waker. So far I'm loving it but I'm gonna have to work on it a little bit.
I also made a tumblr where im gonna post updates as well as the album.
http://imgur.com/a/d9HH2
http://cowlscatman.tumblr.com/
Once I am caught up with Hypatia's pack (What my entire project is based on cause high res is soo much easier to work with. Plus i have his permission) im gonna be working to keep it updated on the same points.
I like it, pretty nice. though the lighting can be a bit awkward, and a bit over-sharpened.
I have an issue on DX9 renderer
When setting External Frame Buffer to Real on DX9 the image displayed is upside down on every game for some reason, this does not happen on DX11 and does not happen with videos on DX9 either
Also on Viewtiful Joe, the Dolphin wiki lists that setting the game to EFB to Real locks it to 1x internal resolution, however I have 1x internal resolution as default and even then it still looks worse for some reason
Here are some pictures displaying the issues
with real EFB on, in DX9 mode:
without real EFB on (or virtual) in DX9 mode:
notice how the 1st picture degrades the quality of the game even though they are both in 1x internal resolution
There's also an issue in DX9 in Super Paper Mario where some assets are not displayed regardless of the different combinations (bounding box on, external frame buffer to virtual or real, store EFB copies to texture only on/off, etc) this happens because DX9 does not support bounding box set to GPU and only to CPU, as doing the same with Opengl results in the same issue but setting it to GPU in Opengl displays the image correctly
Here is a scene where this happens (basically the starting part of the game)
DX9 bounding box on set to CPU (only bounding box mode available):
Opengl bounding box set to GPU (default for this game)
Could not check DX11 as the game freezes before this part when setting it in DX11
(06-30-2016, 12:26 AM)themanuel Wrote: [ -> ]That looks very good. Â
Is there a general combination of settings for bump mapping, tesselation, specular reflection, ambient occlusion, etc., that would work well enough for most games, or do these effects require custom textures and have to be carefully tweaked for each game?
For wind waker in particular I try to take the environment into heavy consideration. That being said I plan on going back and redoing a few places cause I went a tad bit to sharp with the specular making it look a tad too realistic for wind wakers style.
(06-30-2016, 01:21 AM)daunow Wrote: [ -> ]I like it, pretty nice. though the lighting can be a bit awkward, and a bit over-sharpened.
Yeah I noticed that as well. I plan on going back and smoothing alot of it out to make it fit wind waker's style a little better. Plus smoothing it out will cutback on the amount of lines you see where the textures connect.
(10-18-2013, 02:41 AM)Tino Wrote: [ -> ]Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.
Thank you. Have Happy Gamming and Enjoy!.
Credits
Marcosvitali for the hard work on the predictive FIFO and for new ordered main post
JMC47 for sufering testing my code and producing videos
Galop for GPU texture Encoder/Decoder implementation from his DX11 improve branch.
Xnessax for ishiiruka art
hdcmeta for dx12 backend
stenzek for new post processing shaders
gamax92 nice fixes to issues in the code.
Hyllian Excelent screen scaling shaders and work on the texture scaler.
Official Dolphin Developers
Thank you guys for this awesome work. Â much appreciated.
(06-30-2016, 12:11 AM)CowlScatman Wrote: [ -> ]I made an album of some bump mapping things with wind waker. So far I'm loving it but I'm gonna have to work on it a little bit.
I also made a tumblr where im gonna post updates as well as the album.
http://imgur.com/a/d9HH2
http://cowlscatman.tumblr.com/
Once I am caught up with Hypatia's pack (What my entire project is based on cause high res is soo much easier to work with. Plus i have his permission) im gonna be working to keep it updated on the same points.
Wow that looks amazing, hope you will keep motivated to finish this. Â