That's the end-game plan, but we're not there yet. Asynchronous Uid generation is a really obvious solution we missed.
Dolphin Progress Report
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12-03-2016, 04:28 PM
i hope it fixes the stutters in FFCC Crystal Bearers
PIKAPIKAPIKACHUUU!!! (I think I messed that one up) 12-03-2016, 07:35 PM
(12-03-2016, 07:00 AM)retroben Wrote: If there is a delayed boot (one big stutter?),then couldn't that just be streamlined in the background like Ishiiruka's multi-threading shader since it wouldn't be showing any of those upon booting?That is the plan. Just load the asynchronous, and stutter if a shader is needed but not loaded already. This might take less than one minute, so you're likely still in the boot process. Vulkan and D3D12 supports everything we need to get this. HdkR proposed a (bit hacky) way how to get this behavior on OGL. ARB_parallel_shader_compile would be the official way to do it, but a few drivers are known to ignore those hints, which will lead to one very big stutter in the beginning...
I assume it is possible to somehow figure out what UID's to generate in advance of a situation that uses them?
(12-03-2016, 06:18 AM)ExtremeDude2 Wrote: Wow, trying to view that wind waker picture instantly makes chrome complain it needs more RAM XD It works in MSPaint, which uses more than 4GB of RAM somehow while the image is loaded. The Super Mario Galaxy image however won't load in MSPaint nor Mozilla Firefox x86.
Computer specifications:
Windows 10 Pro x64 | Ryzen 3700X | ASUS Crosshair VIII Hero WiFi Motherboard | 16GB 3600MHz | Geforce 1070Ti | Corsair AX760 PSU 12-04-2016, 02:39 AM
Shader Cache Generation has always been the biggest issue for all games that are perfectly emulated on Dolphin (quite a lot at this point); at least for the users.
So these solutions sound good to me. Waiting a bit at the start (every PC game also takes a minute or so to load until you're finally able to get in-game) is not a big deal I think (especially if it's only the first time running a game); as long as there's some kind of message. Otherwise, users will think Dolphin is just not booting and come to the forums complaining
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
12-04-2016, 03:25 AM
(12-04-2016, 12:14 AM)Franpa Wrote: I assume it is possible to somehow figure out what UID's to generate in advance of a situation that uses them? It opened fine for me in regular windows image/photo viewer, though it took about 5 or 6 seconds to open and consumed ~2.8GB while doing so (but the usage went away after it opened). Win 10 UWP image app worked too, but it ate about 5GB of ram, so I wouldn't recommend it =) Btw, there is a typo in the news: Quote:[color=#333333]In the future we hope to keep closer tabs on the Android GUI in the future[/color] 12-04-2016, 03:07 PM
So wait, new UID shaders can be used after switching backends or updating graphics drivers? Could it possibly also work after updating versions of Dolphin, if how the shaders work is not changed drastically? If so, that sounds great! Perhaps Ishiiruka Dolphin's handling of shaders with allowing players to upload and download their cached shaders online could be more feasible, since they'd be so much less specific.
Another question, how would UID shaders pair up with Ubershaders? Would they even be needed? Could Ubershaders still work at all? 12-04-2016, 03:37 PM
You wouldn't need to use ishiiruka for transferring shaders. Dolphin Master would support you downloading/using cached shaders.
Ubershaders should still work the same when completed. 12-04-2016, 05:11 PM
I'm getting fairly frequent slowdown In Simpsons Hit and Run using Vulken. Is this to be expected, or am I doing something wrong?
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