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Custom PPSSPP shaders
10-03-2015, 07:39 PM
Post: #196
RE: Custom PPSSPP shaders
@Nick001 :X shame on me I actually missed the bug in your post, noticed it when I tried to test 5xBR upscaling in Monster Hunter which not only ruins the effect but in that game it also shakes the whole screen as every second framebuffer is different res - 480x272 / 481x273 heh a lausy 1x1 pixel difference of ugliness;x.
Now that I think about it, I think when I initially tried to write an xBR shader I did used MH as a test subject...>.< damn probably it was exactly why whatever I tried it never worked.T-T
Note to self: never use MH games for testing WIP post process shaders.;C

==========

@Go-Kyoroji well the bug ppsspp has with shaders, wouldn't really apply them only on part of the screen, it just messes up the effects by stretching them to incorrect resolution, whole screen is affected by that issue, even if something like s.

I don't really know what shader you use and what effects it does, however many shaders do have a color based edge/surface detection, if the backgrounds are very different from the graphics that has the effect applied it's just because that's why detection in the shader is programmed to do.
Simple postprocessing shaders like color modifications which does not need any fancy detections would still apply on full screen since they doesn't really have any way of telling what is background and what is not.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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10-31-2015, 05:21 PM
Post: #197
RE: Custom PPSSPP shaders
I was glad to see the buffer issue being addressed in a recent update, though when I downloaded v1.1.1-145-g27d4be9, it seems the problem is still there? Am I misunderstanding something with how the builds work? I did make sure to check I was actually running v1.1.1-145-g27d4be9 before loading the game.
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10-31-2015, 05:51 PM
Post: #198
RE: Custom PPSSPP shaders
That's odd, 145 should have fixed the issue completely...
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10-31-2015, 08:31 PM (This post was last modified: 10-31-2015 08:32 PM by Henrik.)
Post: #199
RE: Custom PPSSPP shaders
OK, anything relying on the combination of the UV and the pixel delta in OutputResolution mode will still be broken. I have some ideas for how to fix it...
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11-01-2015, 01:35 AM
Post: #200
RE: Custom PPSSPP shaders
Can I request for a custom shader? Can anyone make a combination of Cartoon + Natural Colors and Cartoon + Bloom shader? I still can't understand how to make it on my own. Big Grin
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11-01-2015, 12:11 PM
Post: #201
RE: Custom PPSSPP shaders
(10-31-2015 08:31 PM)Henrik Wrote:  OK, anything relying on the combination of the UV and the pixel delta in OutputResolution mode will still be broken. I have some ideas for how to fix it...

Awesome! I like how much progress you guys are making on the emulator overall, nice work.
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11-01-2015, 12:47 PM
Post: #202
Thumbs Up RE: Custom PPSSPP shaders
Ya,you guy is right,when i download latest build 1.1.153,while i playing Gran Turismo i click prepossessing shader into splite36,the graphic looks like i playing GT On PSP Tongue Graphic so low until i set to FXAA Anti aliasing, the graphic seen very good and improve alot,even though i turn it off,the graphic still looks amazing too! Big Grin

PC:Pentium G2020 ,Gigabyte Geforce GT630 1GB,8GB Kingston Ram
PSP: E1008 White Street
PC Joystick: Logitech F310
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11-01-2015, 02:17 PM
Post: #203
RE: Custom PPSSPP shaders
@Happy Wong assuming you ment "spline36" - that particular post process shader just looks pretty bad, imo might be even completely broken as to me it does only add ring artifacts, however yeah to even do what it should be doing, it requires native res, that's why you see resolution drop since now all upscaling shaders force it. You will also see this resolution drop with 4xHQ(which for a long time was actually broken as well) and in recently added 5xBR which are designed to do similar things.

Upscaling postprocessing shaders looks best in fully 2D games anyway and there's not much point even trying them in 3D racing games with fast changing graphics.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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11-02-2015, 01:43 PM
Post: #204
Wink RE: Custom PPSSPP shaders
I would like to ask for a Custom Shader if possible Wink.. I really like the Cartoon Shader III, but any black letter is hard to read while using it, can you guys fix it?
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11-02-2015, 08:36 PM
Post: #205
RE: Custom PPSSPP shaders
Resolution/coordinate sensitive shaders should now be fully fixed with latest buildSmile.
(well not yet on buildbot while I'm writing this, but it will be v1.1.1-183-gb411fc0 +)

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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11-02-2015, 08:45 PM
Post: #206
RE: Custom PPSSPP shaders
(11-02-2015 08:36 PM)LunaMoo Wrote:  Resolution/coordinate sensitive shaders should now be fully fixed with latest buildSmile.
(well not yet on buildbot while I'm writing this, but it will be v1.1.1-183-gb411fc0 +)

No version for Windows 32bit?
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11-02-2015, 09:29 PM
Post: #207
RE: Custom PPSSPP shaders
@Beoriser buildbot is not exactly instant if you asked because being impatient.

This is pretty nice fix and some other major changes required for it accidently lead to some cool things like fixing a game or two, but unless you're planning to use/write accurate scanline shaders or something else which depend on accurate display coordinates - chances are you would never even see any difference.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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11-02-2015, 09:50 PM
Post: #208
RE: Custom PPSSPP shaders
(11-02-2015 09:29 PM)LunaMoo Wrote:  @Beoriser buildbot is not exactly instant if you asked because being impatient.

This is pretty nice fix and some other major changes required for it accidently lead to some cool things like fixing a game or two, but unless you're planning to use/write accurate scanline shaders or something else which depend on accurate display coordinates - chances are you would never even see any difference.

Oh, sorry if I sounds impatient. I just got curious since the Android and 64bit version already got uploaded. Good luck with your work Big Grin
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11-03-2015, 01:53 AM (This post was last modified: 11-03-2015 01:54 AM by Nick001.)
Post: #209
RE: Custom PPSSPP shaders
(11-02-2015 08:36 PM)LunaMoo Wrote:  Resolution/coordinate sensitive shaders should now be fully fixed with latest buildSmile.
(well not yet on buildbot while I'm writing this, but it will be v1.1.1-183-gb411fc0 +)

From the current latest build on the page (v1.1.1-187-gb7242a6) the issue seems completely unaffected unfortunately. Sad I tried to take a screenshot of it, but unfortunately pressing F12 causes the emulator to crash, now. I suppose that could have something to do with the recent buffer changes?
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11-03-2015, 02:45 AM
Post: #210
RE: Custom PPSSPP shaders
Screenshot crash fixed.

-[Unknown]
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