

- #DOLPHIN EMULATOR CUSTOM ASPECT RATIO INSTALL#
- #DOLPHIN EMULATOR CUSTOM ASPECT RATIO 64 BITS#
- #DOLPHIN EMULATOR CUSTOM ASPECT RATIO FULL#
- #DOLPHIN EMULATOR CUSTOM ASPECT RATIO CODE#
It allows PC gamers to enjoy games for these two consoles in full HD (1080p) with several enhancements: compatibility with all PC controllers, turbo speed, networked multiplayer, and even more! Please check out the official forums at or their Discord at for Dolphin support.ĭolphin is an emulator for two recent Nintendo video game consoles: the GameCube and the Wii. If you have some spare time you might want to help with this./r/DolphinEmulator is temporarily in restricted mode. UV scaling ? Mmmh I'm not as knowledgeable as you, you know your stuff for sure, I don't even know what it means RG32F format ? Yeah, honestly I picked the first texture format that seemed to not have banding too much (RG16F had banding to my untrained eyes)
#DOLPHIN EMULATOR CUSTOM ASPECT RATIO CODE#
The resizing part is actually done on the CPU side (c++ code), I added some specific code to fix the viewport height at the moment that "PS_ResizeDepth" is processed. So I tried every trick in the book (glBlitFrarmebuffer with modified dimensions works but with a huge loss in quality since it is destructive) and the best way I could come up with perfectly aligned dimensions and good output quality was through shaders -even though I wish I didn't have to mess with shader files- by adding a "PS_ResizeDepth" pass that resize the depth to fill up the whole height and to fix the issue above. That's right, the depth buffer only covers 2/3 of the screen height (sometimes the width too -depending on the game) I'm doing whatever I can to make the depth buffer perfectly aligned with the backbuffer dimensions. Pascal, j'improvise du mieux que je peux. No usable depth because the ps1 did not have a z-buffer. I just tried this morning and it produces "flat" depth around the vertices. So no, no depth buffer for Ps1, until iCatButler decides to implement one (that was never present in the original hardware, btw)ĮDIT : same for ePSXe 2.05. What you see on video is anĪnd the best I got right now debugging through it is I tried various things but no luck so far.Įthereal_intellect wrote: Nice does it work with ps1 emulators or retroarch like in this old video? I don't really have the time to test right now but i'll get to it eventuallyīeetle-PSX does not really have z-buffer. I guess "double buffering" (or triple buffering) is a good hint that could explain a few things.

#DOLPHIN EMULATOR CUSTOM ASPECT RATIO 64 BITS#
#DOLPHIN EMULATOR CUSTOM ASPECT RATIO INSTALL#
Install Reshade as you would normally do.Yes it is payware but I think it *has* a future and everything feels smooth about it Mega.nz/#!zUch0ABA!fnOJcjZrjH52LEKpIximPoWMm46QA7e7gBDSwMVdTMw Mega.nz/#!vcsiDI6A!AkGWkVRQkJEelOYa7quAOI1cOxHfU-HuDBcS1CnVrTIĦ4 bits (compatible with Redream, Ppsspp, Dolphin.)


You'll find instructions below for every supported emulator.ģ2 bits (compatible with Pcsx2, glideN64) Right now all my code is stored in a separate repository (see my signature) but I fully intend to make a pull request to master at some point. It is focused on OpenGL, as most emulators use that backend (I realize my work could become obsolete really fast once emu devs move to Vulkan but that's another story). This is an attempt at making *every* OpenGL emulator outputting 3D compatible with depth buffer related effects (SSAO, DOF.) in Reshade. Soul Calibur with Marty McFly's Ground Truth AO implementation running in Redream.
