Commit Graph

20 Commits

Author SHA1 Message Date
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
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
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
Crementif
c1b904314d
Revert "Update every graphic pack to V4"
This reverts commit 306da0b802.
2019-11-29 05:20:11 +01:00
Crementif
306da0b802
Update every graphic pack to V4
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course.

Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below.

**Here's the script that I've made to do all of this. No manual edits were needed:**
https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
2019-11-29 04:36:05 +01:00
Michael
477f71cf86 Revert "Improve performance with (almost) every game"
This reverts commit 2f5488c22e.
2019-04-01 19:54:41 -07:00
Michael
2f5488c22e Improve performance with (almost) every game 2019-03-31 22:45:26 -07:00
getdls
0ee511522f [TPHD] Scale all GUI elements, + format conversion 2019-02-05 01:06:27 +01:00
getdls
4c750e4898 [TPHD] Truncated contrast presets -avatar-icon.png 2019-01-31 20:43:35 +01:00
getdls
906206fe53 Revert "[TPHD] Truncated contrast presets"
This reverts commit d4116ba63d.
2019-01-31 20:41:31 +01:00
getdls
d4116ba63d [TPHD] Truncated contrast presets 2019-01-31 20:38:56 +01:00
getdls
87a61e7501 [NG3] Ultrawide patch, [TPHD] Res tweaks for better alpha 2019-01-25 00:44:39 +01:00
getdls
079da6f21e [TPHD] Misc quality tweaks for high resolution , QL
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?
2019-01-21 00:13:06 +01:00
getdls
5c1bbeeeb9 [XCX] JPN v16 (1.0) 60 fps, no offline, fov. Contrasty tweaks 2019-01-15 00:36:06 +01:00
getdls
3d3b2725f6 [TPHD] Fix contrasty overwriting blur fix 2019-01-08 00:33:23 +01:00
getdls
70e4576ba3 [TPHD] Contrasty tweaks to neutral and cold
White balance better matched to actual histogram.
*Neutral closer to original look, jwhite balanced bloom
*Cold, tweaked to be neutral cold , not just blue shadows
2019-01-04 16:47:32 +01:00
getdls
c7fc585d4e [Contrasty] Less sharpness in most settings 2018-11-02 21:24:54 +01:00
getdls
2f6468eba1 Revert "[TP] Ultrawide in scale with res [Contrasty] less default sharpness mix"
This reverts commit 80d6255e60.
2018-11-02 21:17:56 +01:00
getdls
80d6255e60 [TP] Ultrawide in scale with res [Contrasty] less default sharpness mix 2018-11-02 20:53:21 +01:00
Crementif
cc1e5f7f9a Fix capitalization, paths and add pro+ 2018-11-01 20:39:18 +01:00