I felt it was time to make my return to the forums with an AMAZING idea...

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The one e1sunz linked works on my 780's, but the one KyubiNemesis linked must only work on ATI because it fails every time.
The one KyubiNemesis linked shouldn't work for him either. Or he have some new incredible driver, because the shader wants to run with a higher shader model then 2.0.
I have played around with it and this is the best I could get: ComplexMultiShader_Nvidia.7z
HQBR (an AA-filter) and FXAA (works as a dynamic screen color filter) are disabled, because they do not work right with my settings. If you experience FPS drops, reduce the internal resolution (only if it's higher than the output resolution.)
 
The one I linked works for me to an extent. Like I said above turning of SSAO will cause the shader to not load. And there is incredible lag when I use it. So I don't use it. Speaking of, Template can you upload the SmartBloomHDR  shader please? I would like to try it.
 
found this post by aali himself
https://www.ff7catalog.com/threads/6785/;wap2
now I know it is definitely possible to convert this filter but in his own words
"They can work, but you need to make some changes to the code. Only GLSL shaders will work and you need to have some experience with the language to make the necessary changes."

*edit* Here is a screen of what this would look like if we could get this shader to work correctly.
http://i.imgur.com/azEZkAs.jpg

Here are my results so far in porting over the shaders.  A man named guest ported over the cg xbr filter for a psx plugin.  He converted it to GLSL vertex and fragment format.  I have tried plugin in those shaders into ff7 pc directly and the shaders do load without errors unfortunately they cause a ton of glitches.  Hard to explain but if you try replacing them yourself you'll see what I mean.  All the textures seem to fail to load and are replaced with weird red boxes.  However I believe the fact that they load with errors is significant.  If only we could get an expert to look at these.

https://docs.google.com/file/d/0B3FK0dqybqUCZ3lzR3dvY1c1Zmc/edit?usp=sharing

Here are the shaders I am trying to use.  If you try to test them be sure to backup your old shaders.  I am gonna mess around a bit but seriously if only someone who understood this language could take a look I know we could get to the bottom of this.  In the meantime to encourage enthusiasm for this I am going to take some screenshots of how this shader looks on a psx emulator because seriously it looks amazing.  I will edit this post with some screens soon.
 
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Speaking of, Template can you upload the SmartBloomHDR  shader please?
Bootleg40shaders

Those are all of the shaders included with bootleg 40... PB says they are really nice but on my 6850 none of these can come anywhere near to replacing the hardware AA; I cant use them AND anti-aliasing so... maybe in the future someone will write one that is good for this particular game.
 
I can write post processing effects as I showed earlier but I know nothing about GLSL or separate vertex and fragment format or any of that.
 
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okay so found out that the errors i were seeing are due to my driver catalyst 13.4 and not particularly the shader.  So this thing might actually already be working.  I need someone to test this shader out for me.  Someone who is not getting the weird triangle error that others are getting when shaders are active. 

I am trying to solve the problem on my end but until then someone please try this as a post processing effect and tell me if it is working or not.  Thank you.

https://docs.google.com/file/d/0B3FK0dqybqUCWHF4Ny0zWkdnNUU/edit?usp=sharing

Post a screen if so.  Make sure to turn shaders and post processing on and direct the cfg file to the new post shader before testing.  Anyone who knows how to do this can test it out.  Thanks in advance.
 
Edit: Post-Processing Initialization failed.

But, the creator of Xbrz made an epsxe plugin that looks fantastic on 2d games such as Megaman X4, but messes up the textures on the models of FF9. I haven't tested it with 7, but it might be different than 9 because there are no textures on the models, just lots of gradients. I have a PS1 copy if you'd like me to test it quickly.
 
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I already have an xbr shader for pete's opengl2 plugin but you can post some screens if you'd like.  Once I fix my driver I am gonna try and split the vertex and fragment part of that shader i just posted and see if maybe that will work.  I got it to load without errors a while ago already but unfortunately due to my driver I cant tell if its actually doing anything.  I will definitely post something once I find out.
 
Hey ABHA, is it possible to "re-whrite" the *.hlsl shader file that's inside the "shader" directory of the re-release version with the xBR shader code ?
 
There are many things wrong with that.
1. It is a filter not a shader
2. Why would you mix the filter with another thing that's already written
3. The 1998 version or converted game don't support that format, it needs to be vertex/fragment files or a post processing effect for Aali's driver to work with it
 
anything is possible my friend unfortunately shaders can be a real pain in the ass.  Even programs that use the same shader languages can sometimes disagree on how to use them and causes issues.  Like right now I know aali's driver using GLSL and i have an xbr shader written in GLSL i finally fixed my driver issue so that shaders are working correctly, but the GLSL xbr doesn't want to work for some unknown reason.  I'm still working on it.  As for HLSL i don't have the rerelease so i can't really test it but there are already HLSL xbr shaders you can find here.

https://github.com/libretro/common-shaders/tree/master/xbr/hlsl

Feel free to have at it.
 
I don't think the original Xbr filter is in GLSLang.

Yes it is. Which magnification level are you using, 4 times?
 
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So if it's already in GLS Language, it SHOULD be working as a post-processing effect, but life is never that simple.
 
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exactly i can't seem to figure it out.  I loaded it up and it starts up doesn't give me any errors but the shader is obviously not working.  very strange i would assume there would be something in the app log but its acting as though it is working even though my eyes tell me it is not.
 
Edit: I slapped .txt on the end of it and used it in Dolphin just to test if it worked correctly and it definitely worked. It must be a problem with Aali's driver.
 
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you did that to the one i just posted up? or a different one?  I'd like to try that in dolphin as well.  I figured it must be the driver.  Guess we will have to wait and see if it ever gets updated
 
I used This one. 5x magnification, written in GLS Language. Just attach .txt to the end of it, put it in the shaders folder of dolphin, and select it in the graphics options. You have to be using OpenGL. I used my dump of Animal Crossing.
 
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