The game re-applies a cropped 1280x400 background in order to create the fading on the inventory borders. Not resizing it causes the background especially Link and items he is holding to become blurry and aliased mid-screen with two cutoff lines. This rule was present in pre-1.14 rules.
Also updated the skylander game's statuses in the list.
They did do some optimizations. Also, the music is so god damn repetitive, I think I've listened 1 hour of what felt like a 30 second music loop...
Still an improvement over the 720p resolution even though most of it is hand-drawn. The assets are actually far more higher-resolution then the game renders them at.
Removed the resolution ratio indicators since it's not needed if there's no other aspect ratio resolution available, also removed the disclaimer about not being able to change them on the fly since Cemu warns you via it's interface already when you change a preset on rules.txt with texture redefine's
Probably the easiest version 3 resolution pack to make! No viewports with some margin or half-res stuff, 2 formats for all of it's rendering (doesn't even blur by downscaling viewports)...
Also added a shader edit for the background, just because. This game is also pretty cool.
Previously wouldn't show puzzle pieces in the level selection screen.
The texture that would also need to be scaled is 0x033 which is a compressed texture which can't be scaled, so removing this filter was the only option. But this was mostly pointless anyway since the GUI is also just images which won't really become sharper.
Issue reported by Nathan in the discord.
* Update rules.txt
Added some new 019s for scope and camera, and removes the very small 01a as they arent needed. Minimized the texture cache debug options rules mismatch error to 1, rather than a whole bunch. And chasing that one leads only to breaking graphics.
Accidentally applied a suggested fix to the wrong game. Reverted that and applied it to the correct game. Also changed the description of the performance pack slightly so that people know what it does. Could probably be more conclusive about what it does. Looks like a regular shadow resolution pack to me.
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
Website has a new look with some advanced functionality! Feel free to give feedback though! If you want to provide or know a FAQ and an answer to that, let me know and I'll add it.
Also, updated Bruz clarity preset and added ViskClarity as a preset.
Plus a small little bugfix, which closes https://github.com/slashiee/cemu_graphic_packs/pull/320 since otherwise there would've been a merge conflict.
Re-adds custom shaders removed in red-sky fix as enhancements
Initial commit is likely broken on some resolutions and Intel GPUs
To-do Detecting res from shader instead of variables and new shader
dumps
Baseline is: Works on nvidia. Intel/AMD/3dfx/Integrated GPUs, not my
problem.
Thanks getdls for your rulesGen program, it helped a lot with this
There are still a few issues left with the stage such as effects like bloom suddenly dissapearing, but now the stage should look a lot better
* Update and rename Resolutions/TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt
Fixed up game name
* Rename Resolutions/TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt
fixed up game name
* Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/patches.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/patches.txt
name fix
* Rename Resolutions/DonkeyKong_TropicalFreeze_Resolution/rules.txt to Resolutions/DonkeyKongTropicalFreeze_Resolution/rules.txt
name fix
* Update rules.txt
Korok Forest Hetsu Menu Fix
* Update rules.txt
Korok Hetsu Menu Fix
* Update 0f2b9ee517917425_00000000000003c9_ps.txt
Inventory aa slight upgrade
* Update f14bb57cd5c9cb77_00000000000003c9_ps.txt
small fix up
* Rename Enhancements/TropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt
name fix
* Rename Enhancements/TropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt
name fix
* Rename Enhancements/DonekyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt
name fix
* Rename Enhancements/TropicalFreeze_!AARemoval/rules.txt to Enhancements/DonkeyKongTropicalFreeze_-AARemoval/rules.txt
name fix
* Delete 497a209b49886520_0000000000000000_vs.txt
not needed hopefully
* Update and rename Enhancements/XenobladeX_!AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt to Enhancements/XenobladeX_AntiAliasing/59df1c7e1806366c_00000000000003c9_ps.txt
Proper Native AA and FXAA
* Update and rename Enhancements/XenobladeX_!AARemoval/rules.txt to Enhancements/XenobladeX_AntiAliasing/rules.txt
presets yeah baby
Didn’t realize that VS uf_uniformRegisterVS[ARi.x+2].y is actually used
to offset sampling x4 when doing the custom PS blur shader. Reverting to
simple scale by res in the meantime
* Update 0f2b9ee517917425_00000000000003c9_ps.txt
Resolution pack Inventory AA
* Update f14bb57cd5c9cb77_00000000000003c9_ps.txt
Resolution pack World AA
* Update 0f2b9ee517917425_00000000000003c9_ps.txt
AA Pack
* Update f14bb57cd5c9cb77_00000000000003c9_ps.txt
AA Pack
* Update rules.txt
AA Pack
Fixed up Inventory Native AA and FXAA World AA
* Delete disabled_58b8411478181d7f_0000000000000079_ps.txt
not needed
* Delete disabled_58b84124c01721ff_0000000000000079_ps.txt
not needed
* Update 0f2b9ee517917425_00000000000003c9_ps.txt
Inventory AA Fixup for 1080p by rounding up
. Anything between 720p-1080p (1.0-1.5) would get rounded down to 1.0 and therefore messy/fuzzy inventory especially in 1080p. The reason it got rounded down is because all the vector data types are initialized as integers instead of normal floats for accuracy.
* Update rules.txt
Added 1600x900 resolution per request, that resolution no longer glitches out due to cemu workaround. We may never know now lol.