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You will be able to use a custom shader to massage the texture input. A similar idea is needed by the new bloom fix (for that we will do a...

> A similar idea is needed by the new bloom fix (for that we will do a blur based on IR). FWIW, the EFB blur is finally implemented in #14140...

Per a request from @jordan-woyak , I've added additional resources (material, shader, and texture+sampler) to show the complexities that warrant the resource manager system.

While this is technically ready. I converted it to draft, as I want to get #14043 merged first.

Hey TryTwo!! Happy to see you. > I hope we can get a basic UI working, even if it is meant to replaced by something more solid later. I think...

> I didn't test things in the last post, because I don't think I can use my bloom FIFOs and have to do it manually in the game (very annoying...

>I tested sampling between pixels, so that less samples are needed, and it did speed things up Thanks, that sounds great. That was one of the optimizations I saw in...

Added more games that I've tested and one request I've seen posted quite a bit (Trilogy). Fixed Spyborgs which didn't cover all the bloom cases. I also worked around a...

I tested a handful of games and I think Epic Mickey can be added to the "black screen flickering" list. Epic Mickey 2 didn't seem to have an issue.

Other games with black flickering all the time: * Sakura Wars: So Long My Love * Super Swing Golf Season 2 (likely the first one as well but I do...