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Feature Request Thread
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Feature Request Thread
12-06-2018, 09:57 AM
#1,571
Helios Offline
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shader caches don't break between versions anymore.
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12-07-2018, 12:47 AM
#1,572
themanuel Offline
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(12-06-2018, 09:57 AM)Helios Wrote: shader caches don't break between versions anymore.

Maybe I'm using the wrong terminology but something does reset whenever Dolphin is updated. 

Perhaps it is related to my setup:
  • Intel i3-8350K and Asus GTX 1060
  • D3D11 backend
  • Asynchronous Ubershaders
  • Compile shaders before starting
  • SSAA 4x, AF, 3xIR
Whenever I update Dolphin and launch, say Mario Kart Wii, I get a prompt saying that dolphin is compiling shaders and this process takes about two minutes or more.  Once this is done once, next time I launch MKW, the game appears almost immediately, until I update Dolphin again.  If I uncheck the "Compile shaders before starting" box, then the game launches immediately but there will be heavy stuttering for a while, which I attributed to the shaders being compiled while the game was running.

The same happens with SMG2 and other games for which I have a large UID cache.  Games with a small cache compile rather quickly the first time.  Other than this, my PC runs games very fast.

I thought this was normal behavior and had assumed that this shader compilation wait time was the price to pay for smooth gameplay, but if you think my pre-compiled cache is somehow being invalidated when it shouldn't, please let me know what I should check to improve this.
Windows 10 Pro x64  |  i7-9700K @ 4.6-5.0GHz  |  MSI Z370 Gaming Plus  |  MSI RX 5700 8GB Factory-OC  |  16 GB DDR4-3000
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12-07-2018, 02:20 AM
#1,573
djneo Offline
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custom FPS lock.
So let's say somebody has an older machine and can lock the frames at 30fps and still have decent stable frames?
specs:

Windows 10
Intel i7-9900K @ 4.9Ghz
32 GB RAM
Nvidia 1080ti
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12-07-2018, 02:24 AM
#1,574
JosJuice Offline
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(12-07-2018, 02:20 AM)djneo Wrote: custom FPS lock.
So let's say somebody has an older machine and can lock the frames at 30fps and still have decent stable frames?

If you want to run the game at a slower framerate while still having the same gameplay speed, you need game-specific hacks. It's impossible to add a general solution to Dolphin.

If you don't need it to have the same gameplay speed (I'm guessing you do want that, though), you can just set the Speed Limit in the settings to a lower value.
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12-07-2018, 03:03 AM
#1,575
djneo Offline
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(12-07-2018, 02:24 AM)JosJuice Wrote: If you want to run the game at a slower framerate while still having the same gameplay speed, you need game-specific hacks. It's impossible to add a general solution to Dolphin.

If you don't need it to have the same gameplay speed (I'm guessing you do want that, though), you can just set the Speed Limit in the settings to a lower value.

Alright Smile
Thanks for the explanation..
specs:

Windows 10
Intel i7-9900K @ 4.9Ghz
32 GB RAM
Nvidia 1080ti
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12-08-2018, 12:13 AM
#1,576
themanuel Offline
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Posts: 828
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(12-07-2018, 12:47 AM)themanuel Wrote: Maybe I'm using the wrong terminology but something does reset whenever Dolphin is updated. 

Perhaps it is related to my setup:
  • Intel i3-8350K and Asus GTX 1060
  • D3D11 backend
  • Asynchronous Ubershaders
  • Compile shaders before starting
  • SSAA 4x, AF, 3xIR
Whenever I update Dolphin and launch, say Mario Kart Wii, I get a prompt saying that dolphin is compiling shaders and this process takes about two minutes or more.  Once this is done once, next time I launch MKW, the game appears almost immediately, until I update Dolphin again.  If I uncheck the "Compile shaders before starting" box, then the game launches immediately but there will be heavy stuttering for a while, which I attributed to the shaders being compiled while the game was running.

The same happens with SMG2 and other games for which I have a large UID cache.  Games with a small cache compile rather quickly the first time.  Other than this, my PC runs games very fast.

I thought this was normal behavior and had assumed that this shader compilation wait time was the price to pay for smooth gameplay, but if you think my pre-compiled cache is somehow being invalidated when it shouldn't, please let me know what I should check to improve this.

Can someone confirm if what I am describing is normal UID cache generation behavior, or if perhaps there may be a problem with my setup?
If it is normal behavior, would that be a feasible request?
Windows 10 Pro x64  |  i7-9700K @ 4.6-5.0GHz  |  MSI Z370 Gaming Plus  |  MSI RX 5700 8GB Factory-OC  |  16 GB DDR4-3000
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01-09-2019, 10:54 PM
#1,577
bik4eto
Unregistered
 
Is there a fast forward feature on Android, and if not are there any plans to implement it? I like speeding up things and fast forwarding definitely helps with things like unskipable cutscenes and dragged out animations. A toggle FF button would be great  Smile
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01-09-2019, 11:14 PM
#1,578
JosJuice Offline
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(01-09-2019, 10:54 PM)bik4eto Wrote: Is there a fast forward feature on Android, and if not are there any plans to implement it? I like speeding up things and fast forwarding definitely helps with things like unskipable cutscenes and dragged out animations. A toggle FF button would be great  Smile

Currently, there's only the ability to have fast forward all the time, not the ability to toggle it like on PC. It's something we could add at some point, but right now it wouldn't be very useful, since the best Android phones barely can run games at full speed (and not always even that).
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01-20-2019, 01:24 PM
#1,579
v1pe
Unregistered
 
Android, running on Nvidia Shield TV:

Could Dead Zone settings be added to the controller config options in-app? I am having issues with configuring xbox360 controllers for a >0 dead zone.
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01-31-2019, 11:43 PM
#1,580
WiiLikeTerraria Offline
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Posts: 15
Threads: 4
Joined: Apr 2018
Options to disable certain controls on a REAL wii remote.
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