Closed getdls closed 6 years ago
Havn't got access to a gpu, but without weights remembering prev scenes (ie not a shader) won't this flash/strobe between over dark and light every time you pan and sample points goes from a shadow to sunlight?
prob will but we may be able to make some ghetto adaption to it thats kinda shader faked. I may play with it. I have not loaded xcx in a bit to test your latest stuff sorry been busy.
No worries, family always comes first. Especially for something that for all we know Exzap may fix next month
Amen and so true to that getdls
If NLA/white whale has crash landed, shouldn't she be a bit more worn down and dirty?
About a year ago I found out about Cemu.. the PR shot of XCX was one of the things that got me into tweaking stuff.. So as a one year anniversary special Pre-release PR shot vs Cemu, can we match it with Cemu?
clickbait title, roll Youtube 1 minute intro, click below to subscribe
In game shot
Pre-release
So can we?? No, at least not with just graphic packs, but we can get pretty close and even improve in some areas. click bait remorse, why did I even read this far?!
FOV The PR shot uses a narrower FOV and is is taken from further away that what is possible during game-play.. A rough approximation would be that the in game uses 35mm lens wile PR shot is a 50mm.
Higher LOD and DOF See the cliff side above the purple bunny creature? PR shot shows trees and blurry DOF, the DOF doesn’t affect the clouds.
Volumetric fog The fog around the waterfall is just two flat layers in-game. The PR shot looks like its volumetric, or at least uses a bunch of more samples
AA PR shot uses in-game AA. With cemu we can brute force SSAA
Texture filtering Nicer texture filtering, the beach is an obvious example
Colour / layer mixing Less banding - Higher color precision when mixing, the sky box
Shadow resolution Your GPU is the limit
Happy Easter folks :)
Awesome write-up on what you've been doing with your commits for people that don't completely understand what has been changed and what we can expect. Thanks for all your work (and the other awesome folks working on this game), I'll definitely be doing a playthrough.
And happy easter to y'all too!
Gaaah Kill it with fire!
Closing, 1.4.x gets a separate thread if needed. 1.4 Purple texture is fixed Crashes are (afaik) fixed
Over brightness is still broken Grass/bushes missing since v 1.7.2 still broken Audio mixing is off? Distant textures are still occasionally black/corrupted (looks like squares) AA still broken
On hold, waiting for Cemu texture rewrite 1.4~1.5 to stabilize. If brightness and alignment are fixed, about half of the shaders will need to be removed/updated
XCX stopped crashing in cemu, soI got around to fixing some stuff.. and noted that there are still some other issues.http://compat.cemu.info/wiki/Xenoblade_Chronicles_X
21:9 GUI fix issues
Mini map is halved -> Due to same shaders scaling GUI -> Needs patch to be fixed
overwriteRelativeLodBias setting is disabled by default in rules.txt, uncomment for sharper textures and shimmering
Cemuhook patches - 60 fps / AMD brightness / offline tag / 21_9
To do
[ ] Over brightness, Nope, still broken. I'd hoped uf_remappedPS[0] could be used as differentiator between a day and night profile... fell apart once you reached main map area.
Improves the fix using the shadow map.https://github.com/slashiee/cemu_graphic_packs/commit/5039752b451701793b5ecb652d5244f0ec566f5c
[ ] Full two pass vertical + Horizontal scaling - current commit is a compromise, pre-blurred, half scale. Preferably solution should also scale up focus depth, and that isn't fixed. Runs into alignment issues and over blurring
[ ] Add separate Y shader scaling for ultra wide (21:9) - All shaders currently scale x and y to the same value.. difference is minor, but will eventually be fixed
[x] Floaty car light trails. Usual scaling fix doesn't work, possible integer rounding issue ? Wohoo fixed with https://github.com/slashiee/cemu_graphic_packs/commit/9a9362e0c3d58885970120578f75a04915af8251
[x] Buffer alignment is one pixel off leading to leaking light around characters, character bleeding into depth etc. Various causes usually a combination of alpha blending is low-res, shadow is another res and stencil ("fake DOF"). Some can't be fixed, some can be fixed but needs to scale everything to main resolution, some fixes break other areas etc. Looking into scaling half res to full res, but this in turn has a lot of unwanted side effects on every other buffer.
Initial fix/commit of new alignment https://github.com/slashiee/cemu_graphic_packs/commit/8fa52937c9873ad5e2c17afa6ab8ab6e1bd9756f
[x] Bug other ppl that Cemu crashes in nsight when loading a game after windows fall update, including updated nsight and nvida gfx drivers - Works in latest update, but unstable
[x] Scale controler/map view in main pack
[x] Shader used for (cross)fade causes brightness jumps since it still uses original shader exposure https://github.com/slashiee/cemu_graphic_packs/commit/596e66f7c8c458a307bcfd7453e56a9fcce85a3e
[x] 1x1 is used for cut scene shadows, not related to over brightness. Closing.
[x] Shadow acne fix, Z tweak, there are probably more locations. Just don't overdo it and get floating shadows. Go back later and see if a proper fix can be done instead of magic z values.. Mostly resolved with shadowscaling. https://github.com/slashiee/cemu_graphic_packs/commit/5039752b451701793b5ecb652d5244f0ec566f5c , https://github.com/slashiee/cemu_graphic_packs/commit/5dd2f2aed53289db1608dbd75ca6d18b4fc2c934
[x] Initial blend/blur layer changed to scale. This in turn fixes the usual pixelated bloom and dof
[x] Fixing all DOF errors removes too much blur, go back later and add optional blur to compensate https://github.com/slashiee/cemu_graphic_packs/issues/132#issuecomment-343700188 https://github.com/slashiee/cemu_graphic_packs/commit/61bf0415c705bf460246861a0369853c53462938
[x] Blur fix still need to fix separate scaling 1.5 -> 3.5, Fixed https://github.com/slashiee/cemu_graphic_packs/commit/9b9bd602cd3dad63fcb46246247bb55f737e78ba .
[x] Alignment of DOF blur is off when blending horizontal/vertical.. A perfect fix would be preferable but https://github.com/slashiee/cemu_graphic_packs/commit/d226a06fa175f9ba62fc995363e0270cb21db20c, and https://github.com/slashiee/cemu_graphic_packs/commit/c1d361fa4dfa6df6aaca36880d35ede0dffa8684 are good enough, no more floating lights in cut-scenes.
[x] Count down movie when opening the stasis pod is broken again, this was a rule fix, but I can't remember what now.
[x] Native AA scaling to res - Resolved, also fixes separate AA pass for skell view https://github.com/slashiee/cemu_graphic_packs/commit/47aa3c10b21d9ec8728052286acb79b4e32b0a60 and sharpen pass https://github.com/slashiee/cemu_graphic_packs/commit/696d9f0d07385c927dbf49ae6db9dfd5ea4b4a2b
[x] Aa noise was misaligned and unscaled edge detection
[x] Shadows changed to scale, ie "pixelated" shadows blend fix https://github.com/slashiee/cemu_graphic_packs/commit/5ad576f57d97387a94d19ff1f6fe1464a56c2575 https://github.com/slashiee/cemu_graphic_packs/commit/f7ef21ef548e57f7d2471137b0fa6ee4779c2ffc
[x] Cockpit view fixed https://github.com/slashiee/cemu_graphic_packs/commit/f42fd6b791c52f481b15dcf0f25d634c043438d6
[x] AO scaling - can scale but character range check is off, Mostly resolved https://github.com/slashiee/cemu_graphic_packs/commit/5f6725df662e3bf1493be93cf7a00f16c4d8b685 , https://github.com/slashiee/cemu_graphic_packs/commit/5dd2f2aed53289db1608dbd75ca6d18b4fc2c934
[x] 21:9 Gui https://github.com/slashiee/cemu_graphic_packs/commit/b521212b3fb83c51a33f607b9390d3fdee6b2073 , https://github.com/slashiee/cemu_graphic_packs/commit/4bd4fc40d4aa3a22063f0e765f24f9ea55f189fe , https://github.com/slashiee/cemu_graphic_packs/commit/c9305b4b9d3a0189fe8795b41725c4afbb35f820, https://github.com/slashiee/cemu_graphic_packs/commit/3eb451a13cbf580221397d1ef5148ae0b6c20005, https://github.com/slashiee/cemu_graphic_packs/commit/52d89f4aa3e978c8b875b0fc9cc0ad42962ea841 etc..
[x] Motionblur scaling https://github.com/slashiee/cemu_graphic_packs/commit/12f2c6c8fe15d489228f71f661228150eb79f325
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