(12-11-2017, 01:29 AM)Tino Wrote: [ -> ]an another minor update to fix the issue reported by @ISuperMarioI, thanks for the report.
any word on adding Hybrid XFB, since some game actually work well with this. Thanks Tino
Currently at a business trip will implement that when I'm back at home.
hi Tino,
following my pm message.. here is a video using DirectX11 backhand and your latest build, where custom textures work for me.
https://www.youtube.com/watch?v=qhRYglyEHb8
Unfortunately, there is this issue that some of the textures disappearing. It happens with or without custom textures.
Otherwise, I think I could use this backhand if we cant get that OpenGL working for some reason.
Enjoy your business trip and thanks!

(12-14-2017, 04:52 AM)djneo Wrote: [ -> ]hi Tino,
following my pm message.. here is a video using DirectX11 backhand and your latest build, where custom textures work for me.
https://www.youtube.com/watch?v=qhRYglyEHb8
Unfortunately, there is this issue that some of the textures disappearing. It happens with or without custom textures.
Otherwise, I think I could use this backhand if we cant get that OpenGL working for some reason.
Enjoy your business trip and thanks! 
what filtering mode are you using normal or native?
(12-17-2017, 08:19 AM)Tino Wrote: [ -> ]what filtering mode are you using normal or native?
I use "normal", AF:16, AA: 2x SSAA, 6x internal for 4K UHD, Hybrid Uber
@Tino,
when you have some time please look at this vid
https://www.youtube.com/watch?v=uzQZBFW5DeY
Thanks to the improved LOD hack from @onemoretry I can finally use this awesome Ishi feature!
Unfortunately it is little bit too rough

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Do you think you could make that shadowing effect more full... maybe more particles (noise), so it would make realistic shadow effect rather than "lines"?
I'm not sure, if what I say make sense, but when I use higher internal resolution, it looks bit more natural/dense, but still not there...
Or any ideas how it make look more realistic are much appreciated!
@djneo: from the parameter side there isnt much you can do but to tweak the values specifically for the game, i recomend to put the but threshold in the middle, and then play with the frequency, abut the texture of the characters if you introduce differences in brightness of the details they will be calculated as depressins an will generate a better bump map. you can always create material maps to improve the result even more
(12-20-2017, 03:57 AM)Tino Wrote: [ -> ]@djneo:  from the parameter side there isnt much you can do  but to tweak the values specifically for the game, i recomend to put the but threshold in the middle, and then play with the frequency, abut the texture of the characters if you introduce differences in brightness of the details they will be calculated as depressins an will generate a better bump map. you can always create material maps to improve the result even more
so do you think that it is a better way to do this just with the material maps?
Do you think I should focus on material maps instead?
the only way to get the best quality is to desing the textures specifically for the effect, with simulated bumps you will only get a usable result but never as good as with the material maps