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  1. #121
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    I have no idea how easy or hard it would be to implement , but what about passing scene depth information on...this would allow us to use enb series' more advanced settings like SSAO and depth of field

  2. #122
    The Great Gunblade Wielder squall_leonhart's Avatar
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    Rice video has more pressing issues to fix in its D3D9 implementation first.

  3. #123
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    Yeah, and the last it needs is additional junk to clutter it further just to support some crap like ENB Series.


  4. #124
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    hey, hey guys...I never said "this should be done immediately, top priority!"...I am aware that there are far more pressing issues with the plugin, however this was a feature I would like to see implemented at some point in the future...ya know, after the vast majority of problems have been fixed

  5. #125
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    Hi. Good work on the plugin. I'm using it (0.1.4.1) to play Zelda OoT with the Community Retexture Pack V5.8 and with antialiasing and AF it looks absolutely fabulous.

    Sadly, I noticed, that there seems to be an issue with the lense of truth, as it fails to do it's job with this plug in, it doesn't make things transparent as it should. I tried various settings without much luck. I tried Glide 64 Final, and that one does the job, but that one offers no Antialiasing.

    So, my hope here is that you could tell me what setting is needed to make this work.. or if it's a bug with the plug in, that you'll take it onto your list of to-dos

    Salutations here

  6. #126
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    Lens of Truth is currently not emulated in Rice Video. It may be in the future, but development of this plugin seems to have stalled (last change was over a month ago).

  7. #127
    The Great Gunblade Wielder squall_leonhart's Avatar
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    Quote Originally Posted by SomePlayer View Post
    Hi. Good work on the plugin. I'm using it (0.1.4.1) to play Zelda OoT with the Community Retexture Pack V5.8 and with antialiasing and AF it looks absolutely fabulous.

    Sadly, I noticed, that there seems to be an issue with the lense of truth, as it fails to do it's job with this plug in, it doesn't make things transparent as it should. I tried various settings without much luck. I tried Glide 64 Final, and that one does the job, but that one offers no Antialiasing.

    So, my hope here is that you could tell me what setting is needed to make this work.. or if it's a bug with the plug in, that you'll take it onto your list of to-dos

    Salutations here
    your video card does.

  8. #128
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    Intel Compiler Master Race

    It seems there is a problem with using the Intel Parallel Studio XE 2013 compiler.
    There are no compilation issues
    However, once compiled, host emulation software (project 64, Mupen, 1964) can't detect that the .dll exists. (when the newly compiled .dll clearly exists)

      Spoiler:
    I compiled under the native Visual Studio 2010 compiler, and the .dll worked flawlessly, so no issues with how it's 'natively' compiled.
    I'm guessing this issue is caused by the Intel compiler encoding an identifier in the .dll in a way that makes it non-decodable by host emulators.
    Not sure if this is an easy fix or not, or if there is some option somewhere, but I would love to get this working. As the Intel compiler can use SSE4.0, 4.2, AVX, parralization and all the compiling goodies for the latest
    Intel CPU's (which I have).

    Specs:
    Visual Studio Ultimate 2010 Update 1, all updates
    Intel Parallel Studio XE 2013 Version 1.
    CPU: Intel E3 1230 Xeon V2.

    I can't post download links here for some reason from Dropbox or Mediafire, so guess we're all out of luck there .

  9. #129
    The Great Gunblade Wielder squall_leonhart's Avatar
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    Its not like you are going to get 100fps more by compiling with ICC/IPS.

    it really won't affect performance at all.... might screw colours up though.....

  10. #130
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    Quote Originally Posted by squall_leonhart View Post
    Its not like you are going to get 100fps more by compiling with ICC/IPS.

    it really won't affect performance at all.... might screw colours up though.....
    But there is a small ammount of performance boost in some areas, and theoretically a very large speedup in others. Also, universal support is a pretty good thing to have. If it seemed like a hard process, it wouldn't be worth asking, I know,
    but seeing as the project compiles, but just isn't recognizable, I thought i'd ask to see if someone could look into it/had any idea what might fix it.

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