Tino





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@MailboxPostageHero: the issue you reported should be fixed.

@ZeldaGamer23: Enjoy updated latest folder with a new version. Implemented multi stage/Pass support in post procesing. added a naive SSAO implementation for testing. please test and report any regression.@MailboxPostageHero: the issue you reported should be fixed.@ZeldaGamer23: Enjoy Find Reply theboy181





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Joined: Feb 2015 DX11 is totally broken for me..



I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms? Find Reply Tino





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Joined: Oct 2013 (05-07-2015, 01:32 PM) theboy181 Wrote: DX11 is totally broken for me..



I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms?

can you give more info on what is broken for you in dx11?

the current implementation only supports depth input when xfb is disabled. some games erase the depth buffer breaking the effect so you have to test every game. Zelda ww and tp seems to work well. can you give more info on what is broken for you in dx11?the current implementation only supports depth input when xfb is disabled. some games erase the depth buffer breaking the effect so you have to test every game. Zelda ww and tp seems to work well. Find Reply theboy181





Member Posts: 60

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Joined: Feb 2015 (05-07-2015, 01:37 PM) Tino Wrote: (05-07-2015, 01:32 PM) theboy181 Wrote: DX11 is totally broken for me..



I cant seem to see any difference in DOF and SSOA using openGL. is there something I need to do to get these to work ? Do they work on all titles, like N64 roms?

can you give more info on what is broken for you in dx11?

the current implementation only supports depth input when xfb is disabled. some games erase the depth buffer breaking the effect so you have to test every game. Zelda ww and tp seems to work well.





It was my config! I made a portable.txt and all is great!! Ill do more testing later.



Im mostly interested in the N64 stuff witch looks like its running at Full speed.. Cant get Zelda's working though.. missing GFX for some reason.. It was my config! I made a portable.txt and all is great!! Ill do more testing later.Im mostly interested in the N64 stuff witch looks like its running at Full speed.. Cant get Zelda's working though.. missing GFX for some reason.. Find Reply rlaugh0095





God of Conquest Posts: 519

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You may have knocked Neobrain down from #1 on my favorite emu dev list. :3



Look at all those freakin shadows! Wow this looks amazing! :O Thanks Tino. I am forever in love with you!You may have knocked Neobrain down from #1 on my favorite emu dev list. :3Look at all those freakin shadows! Find Reply rlaugh0095





God of Conquest Posts: 519

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And oh my god, windwaker! :O Find Reply rlaugh0095





God of Conquest Posts: 519

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Joined: Oct 2013 Oh and on the testing front, I noticed that there is quite the performance hit, especially in metroid prime. Find Reply ZeldaGamer23





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Joined: Oct 2014 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMG! I WAKE UP TO THIS?!!!!!!!!!!!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOOOH! TINO, YOU'RE AWESOME!!!!!!!!! Website Find Reply rlaugh0095





God of Conquest Posts: 519

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Joined: Oct 2013 (05-07-2015, 10:14 PM) ZeldaGamer23 Wrote: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMG! I WAKE UP TO THIS?!!!!!!!!!!!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOOOH! TINO, YOU'RE AWESOME!!!!!!!!!

Dude...you gotta share screenies of this with your textures. :3



@Tino

I've been messing with adding to bloom with this effect, and I noticed bright bloom kind of diminishes the effect, so I was wondering if in the future, if you could add a darkening option for the added shadows to help compensate.



Oh and is there a way to use multiple effects at once. Like DOF and SSAO?



[img=1024x576]http://puu.sh/hECkB/1af7c5022f.png[/img] Dude...you gotta share screenies of this with your textures. :3@TinoI've been messing with adding to bloom with this effect, and I noticed bright bloom kind of diminishes the effect, so I was wondering if in the future, if you could add a darkening option for the added shadows to help compensate.Oh and is there a way to use multiple effects at once. Like DOF and SSAO?[img=1024x576]http://puu.sh/hECkB/1af7c5022f.png[/img] Find Reply Tino





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Joined: Oct 2013 I could add an option to sum effects but that will destroy performance, the best way is to create a new shader that merge the effects, i will make a example of that soon Find Reply