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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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Always Up-to-Date Windows Builds by Unknownforce
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Always Up-to-Date Windows Builds by Unknownforce
12-12-2009, 03:13 AM (This post was last modified: 12-12-2009, 03:14 AM by razor7.)
#251
razor7 Offline
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Hi...i have a question about OpenCL build.

I havve downloaded the OpenCL x64 build, installed the ATi openCL beta driver on my HD4890 but when I try to configure Dolphin graphic plugin...it is just the software one...so if i leave the software graphic driver, the FPS drops to 10 even 5 fps!...

Am I doing something wrong?

Thans a lot!

PD: sorry if this is a silly question...kinda newbie you know...
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12-12-2009, 03:21 AM
#252
Unknownforce Offline
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(12-12-2009, 03:13 AM)razor7 Wrote: Hi...i have a question about OpenCL build.

I havve downloaded the OpenCL x64 build, installed the ATi openCL beta driver on my HD4890 but when I try to configure Dolphin graphic plugin...it is just the software one...so if i leave the software graphic driver, the FPS drops to 10 even 5 fps!...

Am I doing something wrong?

Thans a lot!

PD: sorry if this is a silly question...kinda newbie you know...

My OCL builds are compiled using the Nvidia OpenCL SDK, I'm pretty sure they are incompatible with the ATI OpenCL drivers. I don't want to mess with compiling both versions, it's hard enough keeping up with having to compile one for non-opencl and one FOR OpenCL.

But to be honest I personally don't see any increase in performance using OpenCL, so I am considering removing them, they are just too much of a hassle to keep up to date.

What they should do is just make a separate plugin for OpenCL integrated into OGL and DX.
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12-15-2009, 04:25 AM
#253
Kupfel Offline
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Quote:SDL 1.3 for x64 included (have to rename SDL 1.3.dll and overwrite the current SDL.dll

what exactly is it for? what is the advantage of using SDL 1.3 on x64? everything seems to be working just fine without it.
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12-15-2009, 05:21 AM (This post was last modified: 12-15-2009, 05:21 AM by Unknownforce.)
#254
Unknownforce Offline
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(12-15-2009, 04:25 AM)Kupfel Wrote: what exactly is it for? what is the advantage of using SDL 1.3 on x64? everything seems to be working just fine without it.

Some controllers/adapters (like mine) don't work properly with SDL 1.2 (inverted axis, analog shoulder buttons not registerying properly, etc.) and SDL 1.3 isn't compiled nor included with the x64 release and I used to use x64. So I took it upon myself to compile it, which wasn't an easy task, mind you. The 1.3 code directly from the SDL creators did not compile in x64, so I had to fix it to actually compile... If 1.2 works for you, then stick with 1.2, I need 1.3 for my adapter, so I figured some others might need it as well.

I don't see any benefit other than functionality from using 1.2 or 1.3, so just use whichever works for your controller.
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12-15-2009, 06:07 AM
#255
Kupfel Offline
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thank you for the explanation. Fortunately, 1.2 seems to be working just fine with my XBOX 360 Wireless controller.
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12-15-2009, 07:19 AM
#256
tazman137 Offline
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I'm still having issues with a real Wii Mote not working and these builds seems to really crash hard on exit using Dx9 plugin. Not only do I get that Dolphin stopped responding but a plethora of direct draw errors when I try to exit out.

Copying Wii Mote files from an earlier build still works to fix the Wii Mote issue.
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12-16-2009, 02:37 AM
#257
Unknownforce Offline
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4697.
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12-17-2009, 06:19 AM
#258
Unknownforce Offline
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12-17-2009, 10:17 AM
#259
dampih Offline
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R4700!! is this rev support hotkey for safe texture (DX9 Plugin), if so then this awesome!!
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12-18-2009, 04:45 AM
#260
yoshi
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(04-09-2009, 03:16 AM)Unknownforce Wrote: if anyone needs a special build of an older version, let me know.
Hey Uf, could you please compile r4666 ?
Thanks Rolleyes
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