(07-18-2019, 04:35 AM)Tino Wrote: [ -> ]no need to use the specific build yf you move the User\Load\Textures\GLEE08 of the zip to your Textures folder it will work wth Master or ishiiruka without problem.
Hey Tino! Thanks for your work. I've only recently began playing with your builds again. Finally got around to install my 4.3 NAND to play some Mario Kart Wii onlineÂ
So, i started playing DJ Hero 2 again, and discovered this bug: if you play with a NAND installed, the game soft-locks if you cancel the Nintendo WFC Club Connection sign-in at start (right before the main menu appears). It could also hang when connecting to the DJ Hero 2 server, right after connecting to Nintendo WFC. If it happens to go through, it randomly hangs at any point in the game. Is it fixable?
Dolphin Ishiiruka 1185 x64
DX11 or Vulkan
Xaudio2
(07-18-2019, 07:53 AM)niuus Wrote: [ -> ]Hey Tino! Thanks for your work. I've only recently began playing with your builds again. Finally got around to install my 4.3 NAND to play some Mario Kart Wii onlineÂ
So, i started playing DJ Hero 2 again, and discovered this bug: if you play with a NAND installed, the game soft-locks if you cancel the Nintendo WFC Club Connection sign-in at start (right before the main menu appears). It could also hang when connecting to the DJ Hero 2 server, right after connecting to Nintendo WFC. If it happens to go through, it randomly hangs at any point in the game. Is it fixable?
Dolphin Ishiiruka 1185 x64
DX11 or Vulkan
Xaudio2
interesting issue it could be related to the old core that ishirukla is based on. will take a look when i can get alittle free time.
(06-22-2019, 12:24 AM)Tino Wrote: [ -> ]Sorry for the long time with no responses but im really burried in work rigth now. About the path tracing shader is completly doable using the depth acces post proccessing shader.
@Helios: rigth now ssao is implemented like a post proccessing shader, and phong ilumination is integrated in the emulated ligthing pipeline.
@ferforfight: please share yoru config files.
Hey Tino, long time no see. I'm also trying to get PTGI going. Are you referring to Depth Access post processing shader in Ishiiruka or Reshade? Because the PTGI Reshade shader has its own depth access code, and the "Depth" post processing shader in the Ishiiruka graphics settings defaults to debug mode, making everything shades of grey instead of rendering the original colors. How is this supposed to work?
thanks for this! i have a feeling i will use for the better processor useage while multi tasking

(08-13-2019, 09:01 AM)Drakonas Wrote: [ -> ]Hey Tino, long time no see. I'm also trying to get PTGI going. Are you referring to Depth Access post processing shader in Ishiiruka or Reshade? Because the PTGI Reshade shader has its own depth access code, and the "Depth" post processing shader in the Ishiiruka graphics settings defaults to debug mode, making everything shades of grey instead of rendering the original colors. How is this supposed to work?
Hey Tino, I actually addressed this with the developer of the custom Reshade plugin (
https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access). Although it seems that the depth buffer doesn't work in all games properly... I know it's still a very new feature. I'll keep you posted.
Whoa, that looks pretty awesome guys!
Hello. Great job and congratulation for your projet !
One question : my rig is
I5 6500, 16 Go RAM and Nvidia 1080 GTX video card.
What options (specialy in hack menu) should i tick to have best fit on my configuration (v.1085) ?
Thanks
On at least Ishiiruka build 1085,rendering quality appears to be terrible/bugged or something in Zelda Twilight Princess but other games like Wind Waker render just fine with no such visual pain.
I get a large checkerboard pattern and scanlines when at 3840x2160p no matter how many options I tinker with at an attempt to remove this horrid effect.
The issue happens without using a texture pack,though I am using an updated HD texture pack I think it was Tomoya,can't remember but the updated version has another name on it.
I also noticed a mild equivalent of the visual issue on a non-Ishiiruka build but that one isn't as painful to look at.
Doesn't seem to matter what backend I use on Ishiiruka either with OpenGL and DX12 both having the issues.
I am on Windows 10 1903 with perceived okay performance and no other major problems seen from that version of Win 10 so far.
Hopefully the image I tried attaching actually got attached.
Hi I came from the official dolphin build, may I know what is the equivalent command for
EFBToTextureEnable = False
XFBToTextureEnable = False
in the ini in ishiiruka build?
(08-13-2019, 09:01 AM)Drakonas Wrote: [ -> ]Hey Tino, long time no see. I'm also trying to get PTGI going. Are you referring to Depth Access post processing shader in Ishiiruka or Reshade? Because the PTGI Reshade shader has its own depth access code, and the "Depth" post processing shader in the Ishiiruka graphics settings defaults to debug mode, making everything shades of grey instead of rendering the original colors. How is this supposed to work?
the depth post proccesing shader just show an example of displaying depth content, you hacve to use it in youir shader as is usad in the ssao shaders.