Commit Graph

1817 Commits

Author SHA1 Message Date
getdls
65e2968930 [Filters] Fix diff between settings and options 2020-01-19 18:03:28 +01:00
getdls
0384f7814f [MK8] [Filters] FXAA options and settings 2020-01-19 17:57:08 +01:00
getdls
ca468ed247 [Filters] FXAA 2020-01-19 03:13:06 +01:00
getdls
2d66ead353 [MK8] FXAA rebalance, less smear
0.166  -> 0.5 local contrast threshold. Areas i shadows get no/less AA,
but in return, most texture detail is still there. High contrast edges
will still be processed.
2020-01-19 03:09:26 +01:00
Crementif
bca55a1bc4
Add 5k and 8k resolutions back
Solves https://github.com/slashiee/cemu_graphic_packs/issues/422

Was requested over at the Cemu discord too after we took them away while we sanitized them, and there isn't really an issue with having these. Let's just keep those presets sanitized now.

Also found out that some random workaround had appeared in our resolutions folder 🤔.
2020-01-19 02:40:11 +01:00
Michele
d62ae5988c Temporarily disable Black Point in Levels Clarity for Vulkan
Disabling it while someone looks into the clipping issue
2020-01-18 12:39:49 -08:00
Michele
ef6df32395 add more resolutions to BotW
1360x768 and 1366x768 will be added in due time
2020-01-18 12:07:53 -08:00
Crementif
f81f8299e1
Update Lego Star Wars packs to v4
Even though the game isn't playable with Vulkan, let's just have everything converted for tidiness sake.
2020-01-18 20:02:21 +01:00
getdls
55de532386 [TP] FancyFX - removed LOD / .w shader is broken on Vulkan 2020-01-18 19:23:18 +01:00
getdls
85ffa02601 [TP] Bicubic crashes on Vulcan - Removed 2020-01-18 19:21:46 +01:00
getdls
ac5d1a770f [TP] Contrasty Vulkan + local fixes
This should play nice with the script update. Nasty merge conflict :(
Local had folder changes  and settings I never got around to commit.
2020-01-18 19:17:16 +01:00
Crementif
22c1e06151
[docs] Update docs with v4 graphic packs
Was mostly a test to see if the filters now work. There shouldn't be a release for this change.
2020-01-18 18:57:42 +01:00
Crementif
6c14f4aff1
Update TPHD and Devils Third to v4
Both were fully verified, so no issues should be present. This basically means that every game that runs properly (Star Wars doesn't go in-game, Tokyo Mirage is also very buggy and the upscaling filters don't work with cemu yet) before V5 will have graphic packs at least.
2020-01-18 18:11:34 +01:00
RandomGuyJCI
282e0c3430 Only build release for graphic pack changes hotfix (#421) by RandomGuyJCI
This also adds Artifacts which are stored for 90 days (unfortunately). I wish we could avoid the Github Release tags somehow.
2020-01-18 14:52:28 +01:00
RandomGuyJCI
6a92f4892c Only build release for graphic pack changes (#420) by RandomGuyJCI
This also fixes issue https://github.com/slashiee/cemu_graphic_packs/issues/418 .
2020-01-18 14:18:09 +01:00
getdls
7e5e0bc248 [MK8] Scaling and res fixes
Scale 4p bloom, textboxes, cup win, in engine AA, Mk tv replays, 19->1f
conversion
2020-01-18 13:51:11 +01:00
Michele
3dec5854f0
Move TPHD image to imgur 2020-01-17 20:58:59 -08:00
Michele
48827ad1d5 Redirect TPHD jpg to Discord, ignore jpg images
Save file size on uploads
2020-01-17 20:55:49 -08:00
Crementif
f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00
Xalphenos
4a4e5d9bba YWW 60 fps Mod
Uses 60 fps mode in the world map.  Should fulfill the request in issue #401
2020-01-17 09:31:44 -06:00
getdls
d4ee51b86a [MK8] FXAA
Brute force / single shader approach.
2020-01-17 00:42:07 +01:00
getdls
6025de5334 [MK8] scale some blurs, fix old issues, format conversion
Scales menu box blur
Usual format conversion 0x01a -> 0x01f  816->820
Fix minor issues /3, const etc
2020-01-17 00:38:17 +01:00
getdls
8d5b8f039d [MK8] Fix mario looking wet for high neg LODs
MK work surprisingly well at high neg LODs, helps to push the horrible
road texture transition further out.
2020-01-16 20:42:35 +01:00
getdls
6a4ba075ff [MK8] additional LOD formats
Another pack we had pre 1.4?
2020-01-16 01:16:56 +01:00
getdls
0e266fec6f [MK8] Add LOD, radial Blur
Original blur really need more samples above 1080p  ...in every racing
game.
2020-01-16 01:07:00 +01:00
getdls
feee4f3f8c [MK8] Scale replay DOF
Pretty sure this was fixed pre 1.4 :/
2020-01-16 00:58:38 +01:00
getdls
f4566dfac8 [MK8] Add highlights, 8k 2020-01-13 01:52:22 +01:00
getdls
1f340499e0 [Kirby] AA removal, 8k res 2020-01-12 23:49:33 +01:00
getdls
55cfe064d0 [Kirby] workaround flashing squares
Fix flashing squares / alpha when repeatedly bashing into walls.
2020-01-12 22:38:52 +01:00
getdls
3094bc0198 [Kirby] Level screen and minor fixes 2020-01-12 22:30:05 +01:00
getdls
feb37c730b [Bayo2] Fix load screen
.. and particles
2020-01-12 21:36:58 +01:00
Michele
49665f96a1 add shader patches to no boxing ring pack 2020-01-10 17:41:14 -08:00
Michele
104e32cfde add some BotW crediting
Should go through shader edits on version 2 to credit those...
2020-01-10 17:12:03 -08:00
Michele
4398ebcebe Add credits and normalize resolution presets
I searched through quite a bit of commits to properly credit some packs. Some of the credits are based off memory. Please let me know if I incorrectly credited or forgot to credit somebody.
2020-01-10 17:06:51 -08:00
Michele
f38cbda89d forgot to change a game to version 4 2020-01-09 19:48:52 -08:00
Michele
cc4b6a3213 Update game list for website 2020-01-09 19:47:07 -08:00
Michele
944a119e4c update website a little bit 2020-01-09 19:33:10 -08:00
Michele
6ce20d37fa Add Exzap's Splatoon 60FPS Plaza mod
Supports latest version only
2020-01-09 18:40:11 -08:00
Crementif
b67946e3ff
Update website for version 4 changes 2020-01-10 01:39:20 +01:00
Michele
a32b1cb42a re-add shadow pack that was accidently removed 2020-01-09 13:37:50 -08:00
Michele
a30df4781c
add Cemu patreon to sponsor 2020-01-09 10:40:32 -08:00
Xalphenos
876a1d1222
Add preliminary ultrawide patches for YWW. 2020-01-09 05:15:12 -06:00
Michele
736e6cf876 Reduce max size for Shadow packs
8x was overkill, and 4x is a tad unstable especially with 1.16.1 with texture allocation issues. Current pack settings will be reset back to 100% size due to preset naming changes.
2020-01-08 15:06:10 -08:00
Crementif
66383aa0f5
[XCX] Fix squashed character in menus with resolution pack
Basically, the code previously would always replace the ratio calculation code for the 3d rendering and just load the upscaled width divided by the upscaled height. But the code gets passed other aspect ratios too, for example in the gear menu (and very likely other menus too).
So, even when users didn't use an ultrawide aspect ratio it would set the aspect ratio of anything that was 3d rendered to be 16:9, basically.

Comparison:
http://www.framecompare.com/image-compare/screenshotcomparison/D6WDWNNX
https://cdn.discordapp.com/attachments/292733452590120961/663586520531337223/unknown.png

I made some assumptions about the other game versions regarding the floating point register that I use to load the scale float into, which is free to use in the EU 1.0.1 version at least.
I assume that the code for all of this is would be very similar though, since the previous ratio patch only had some addresses change across versions so it's probably fine.

This actually properly fixes https://github.com/slashiee/cemu_graphic_packs/issues/334 which was closed without any proper solution. Someone reported the issue in the Cemu Discord which made me fix it, since I thought the issue was addressed already.
2020-01-06 05:58:20 +01:00
Crementif
5bbdf0ffc6
[MK8] Fix player selection not being upscaled
Fixes https://github.com/slashiee/cemu_graphic_packs/issues/415
2020-01-05 19:37:58 +01:00
Crementif
3d492aa656
[BotW] Fixes for updated Vulkan graphic packs
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh.

Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however.

Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
2020-01-05 04:16:42 +01:00
Michele
d9c8905e1d Update Captain Toad packs to Vulkan
No unverified shaders.
2020-01-03 19:21:20 -08:00
Crementif
bf7821ac77
[SM3DW] Add proper scaling of ambient occlusion 2020-01-04 02:31:19 +01:00
Michele
68534a6588 Update Super Mario 3D World packs to Vulkan
3 unverified shaders, although one of them already had the Vulkan stuff in them. Can't find where the other two are.

280351fcf8e5949f_0000000000000000_vs
6d9067fd20086bc0_0000000000000000_vs
2020-01-03 16:20:01 -08:00
epigramx
f8b059a5fe
[BotW] more accurate description of static FPS++
A wrong fps estimation can have visual artifacts among others. Even an estimation without visual artifacts will not be accurate emulation unless the fps was constant anyway.
2020-01-03 09:48:12 +02:00