Honestly didn't know that existed lol was that some kind of intentional cross promotion or just some easter eggs?
Those shots look really good, but I'm not sure what exactly your shader is doing?I just finished porting my Super-xBR shader to Dolphin (Ishiiruka). It's specially good with pre-rendered games like Resident Evil.
Config: 1x Internal Res, No Texture Scaling, No other enhancements, only using Super-xBR.glsl shader.
As I can't post more here, I'll let a link to other screenshots.
It's scaling the game with minimum blurriness, zero aliasing and negligible ringing.Those shots look really good, but I'm not sure what exactly your shader is doing?
All the post processing!
![]()
All the post processing!
![]()
HD textures and playing around with Ishiiruka effects, like SSAO and rim lighting. The aspect ratio is what you get playing in 21:9 3440x1440 during a cutscene because cutscenes add the black bars - nothing you can do about that.What have you done with the game? It looks really good outside of the resolution and widescreen!
Some GTE Accuracy shots from ePSXe 2.0. Jumping Flash! is the game.
GTE Accuracy actually makes this game slow down even on modern computers, it's crazy. Must be all the geometry that is being corrected.
Notice the very clean symmetry of the 3D models, particularly the large mounds of dirt, pillars, logs, and other larger 3D objects.
Lack of z-buffering may be solved in the next year or few years, who knows! That is where this is going at least, amazing times for PlayStation emulation.
Dat grass
![]()
Shots by a friend from another forum. He requested I post for them until he gets his Gaf account approved
http://i.imgur.com/A1EaCmZ.png[IMG]
[IMG]http://i.imgur.com/AecShQg.png[IMG]
[IMG]http://i.imgur.com/tzZ5VUy.png[IMG]
[B]Dolphin Ishiiruka build[/B]
Texture Pack
4x IR
2X AA
Widescreen hack
per-pixel lighting
[B]Ishiiruka settings[/B]
MATSDOF
Tone mapping color correction
Pixel vibrance,
[B]Reshade Settings[/B]
Bloom[/QUOTE]
Jesus. Looks better than the actual HD release. Though I've never been a fan of TP's look (it had too much bloom and too drab for my liking, especially coming off of WW and even more so when compared to SS). That makes me want to give it another go. Though I'd need the GC version because I don't want to use my Wii version and have to use waggle or play it mirrored. I'd want to go through it the "right" way and with a pad, which would still be new to me.
Whoa, GTE Accuracy gets rid of all the warping the psx did?! Oh my, I need to go play Type 4 asap.
Jesus. Looks better than the actual HD release. Though I've never been a fan of TP's look (it had too much bloom and too drab for my liking, especially coming off of WW and even more so when compared to SS). That makes me want to give it another go. Though I'd need the GC version because I don't want to use my Wii version and have to use waggle or play it mirrored. I'd want to go through it the "right" way and with a pad, which would still be new to me.
Not all, it's still being worked on.
It causes some serious artifacting in most games right now, mainly with making "gaps" in environment models (very noticeable in FF7 world map for example, and some racing games).
It works best on large, simple 3D models, like those mountains, but it doesn't work on all elements yet and doesn't work perfectly.
Hopefully we will get there. And if or when we do, we will have the great textures and modelling of PS1 finally combined with z-buffering a la N64 or PC games of the same year and it will be great![]()
All the post processing!
![]()
Dat grass
![]()
Holy sheeeitttt do you have more Brawl shots like this?
Only this other one has as much post processing. I plan on taking more though.
![]()
I have some more 'regular' Brawl stuff here.
The Zelda WW AR code for 21:9, and those for many other games, can be found here.Hey 21:9 cool what did you have to do to get that working properly?
I was able to get Dolphin to render games in 21:9 but the culling was causing major visual issues and pop-in
Also love the rim lighting.
Used modestly, it's good. Subtle, but does nice things for areas like this with patches of grass.That looks crazy good. How's the AO stability in motion?
Looking at the Dolphin screenshots I really wish Nintendo did an HD remaster of Xenoblade Chronicles instead of porting it to the New 3DS.![]()
Hey guys got some questions. How do I rip games from PSP? If I were to buy a PSP specifically to rip games what model would be best?
Also is PPSPP the best PSP emulator?
Some GTE Accuracy shots from ePSXe 2.0. Jumping Flash! is the game.
![]()
![]()
![]()
GTE Accuracy actually makes this game slow down even on modern computers, it's crazy. Must be all the geometry that is being corrected.
Notice the very clean symmetry of the 3D models, particularly the large mounds of dirt, pillars, logs, and other larger 3D objects.
Lack of z-buffering may be solved in the next year or few years, who knows! That is where this is going at least, amazing times for PlayStation emulation.
How did I not know epsxe 2.0 came out and even had Pete Bernert working on it again!? Pete had been talking about possible ways to get around z-buffering and sub-pixel precision for a long looong time... though it sounds like he mostly just did work in getting it to work with hardware rendering versus being one of the people who actually implemented it to begin with... Might need to see how it works with Mega Man Legends.
Did they ever make the built in BIOS usable?
Part of the change log for 2.0 was increased HLE bios compatibility... honestly haven't gotten a chance yet to mess with it.
Fantastic shots w00tkins !
Now some boring pre-2000 old-school shots :
Scud Race (Arcade - Sega Model 3) running widescreen on Supermodel emulator + Additional AA in control panel.
Very playable now (60 fps mostly but not always I might have to lower the AA). Be sure to configure it like this
![]()
![]()
I must have this...Fantastic shots w00tkins !
Now some boring pre-2000 old-school shots :
Scud Race (Arcade - Sega Model 3) running widescreen on Supermodel emulator + Additional AA in control panel.
Very playable now (60 fps mostly but not always I might have to lower the AA). Be sure to configure it like this
![]()
![]()
How did I not know epsxe 2.0 came out and even had Pete Bernert working on it again!? Pete had been talking about possible ways to get around z-buffering and sub-pixel precision for a long looong time... though it sounds like he mostly just did work in getting it to work with hardware rendering versus being one of the people who actually implemented it to begin with... Might need to see how it works with Mega Man Legends.
kirby 64 with filtering turned off, 720p
![]()
![]()
I don't have screenshots for this, and haven't read much of this thread, so is posting a youtube video okay here?
Virtual-On Oratorio Tangram 5.4 (Model 3 arcade) Attract Mode - Supermodel SVN 375 x64
(720p 60fps): https://www.youtube.com/watch?v=HLjNgcdvtCw
More polygons than the Dreamcast / NAOMI versions of VOOT, right?
I don't have screenshots for this, and haven't read much of this thread, so is posting a youtube video okay here?
Virtual-On Oratorio Tangram 5.4 (Model 3 arcade) Attract Mode - Supermodel SVN 375 x64
(720p 60fps): https://www.youtube.com/watch?v=HLjNgcdvtCw
More polygons than the Dreamcast / NAOMI versions of VOOT, right?
Ridge Racers 2 <3Ridge Racers 2 - PSP - Silvercreek Dam.
![]()
![]()
PPSSPP - 8x rendering resolution - 5x texture scaling - simple scanlines.
Ridge Racers 2 <3
I love that game!