Hello, I would like to help everyone with the development of Dolphin Emulator. Is there any prerequisites? I would love to help with development, although my computer is poop. I don't know how you develop, but I am experienced with C++ and Java.
****Attention Developers****
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01-02-2015, 03:26 AM
If you're interested in contributing, drop by #dolphin-dev on Freenode IRC. You pretty much just need Visual Studio Express and a computer that can run Dolphin to some degree or another.
01-02-2015, 03:43 AM
There's Visual Studio Community Edition now. Grab that instead of Express for a better time.
Once you have that read the sections under Dolphin development here and set up your environment following the instructions.
There are tons of issues. There are a few really big ones that are hard, and lots of smaller ones that are varying in difficulty. Depends on what you're interested in.
(01-02-2015, 04:37 AM)kazuto Wrote: Are there any prevalent issues that need fixed? (01-02-2015, 04:48 AM)kazuto Wrote: What are some of the "bigger" issues? * Find a way to reduce the driver overhead, optimize vertex processing, caching and EFB reads/writes. * Improve, optimize or rewrite the current shader caching method to minimize the frequent pauses and stuttering. There has to be a better solution than Tino's Async shader compiler. Something that works on Dual-Core CPUs as well. * Improve the current ZFreeze implementation. * Fix the broken / garbled HLE audio in titles using the older version of the AX library. * If you can find your way through the messy code, port some of Galop1n's Direct3D optimizations and fixes to Master. * Improve the current Stereoscopic 3D implementation to work with RealXFB as well. * Try to fix the ZTP slowdown issue. * Enhance Virtual XFB, so the use of (low-res) Real XFB won't be necessary. * Add time stretching to the XAudio2 backend using the open-source SoundTouch library. * Implement SSAA and Post-Processing Pixel shaders in the Direct3D backend (relatively easy) * Improve the EFB to RAM performance with the OpenGL backend. * Improve, update and fix JITIL to be on par with JIT or add IL-like features to the current JIT. * Work on the new Qt UI (this is the easiest task) * Upscaled EFB copies for paletted textures as in the old Texcache-Rewrite build DONE 01-03-2015, 03:09 AM
Kirbypuff: At least you qualified with an "if possible", but, no, there's no way to make RealXFB at higher than 1x IR or in 3D. The GameCube doesn't have enough memory for generating HD/3D, and when using RealXFB we can't generate it. I think a better solution would be to make Virtual XFB suck less, maybe, so that RealXFB is needed in less titles. Just a suggestion.
zfreeze has nothing to do with audio. I know what you're trying to say, RS2/3 have broken audio, but that has nothing to do with zfreeze. I think searching for AX-HLE bugs would be better. Fixing JITIL is a low priority thing because the JIT isn't really the problem. Galop1n's D3D stuff is a total mess and some people are working on bringing some of the fixes, not optimizations, into master to increase compatibility. Implement SSAA is a great choice; it's actually been half done and shown as possible, and should be easy for anyone familiar with D3D to finish off. I really wouldn't recommend anyone going after anything else on that list as a new project member, especially considering at least two of them are impossible |
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