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[GC] Star Wars Rogue Squadron II: Rogue Leader
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[GC] Star Wars Rogue Squadron II: Rogue Leader
01-22-2015, 05:29 AM (This post was last modified: 01-22-2015, 05:38 AM by slarlac249.)
#591
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does anyone have an issue with fullscreen with direct3d on the lastest build?



thought i'd give d3d a try again but it doesn't work fullscreen for me, it goes fullscreen for second or two and then goes back to windowed and the menu bar vanishes. i can stop the emulation though and dolphin returns to normal.



opengl fullscreens with no prob, it's weird.

nvm, deleted everything in dolphin folder and extracted latest build again now it works...something got messed up
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01-22-2015, 05:35 AM (This post was last modified: 01-22-2015, 05:38 AM by IceStrike256.)
#592
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(01-22-2015, 05:27 AM)Dolphy Wrote: @IceStrike256: efb to texture runs better in my opinion, also why do you need to turn of format change ? it's turned on by me the whole time.

Of course texture runs better its missing graphical elements. Format changes actually give a slight performance boost. Slarlac that's strange I've used nothing but d3d and fullscreen is fine over here. lol saw the edit thought that might have been the case.
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01-22-2015, 05:43 AM (This post was last modified: 01-22-2015, 05:47 AM by slarlac249.)
#593
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(01-22-2015, 05:35 AM)IceStrike256 Wrote:
(01-22-2015, 05:27 AM)Dolphy Wrote: @IceStrike256: efb to texture runs better in my opinion, also why do you need to turn of format change ? it's turned on by me the whole time.

Of course texture runs better its missing graphical elements.  Format changes actually give a slight performance boost.  Slarlac that's strange I've used nothing but d3d and fullscreen is fine over here. lol saw the edit thought that might have been the case.

did it again, but i found the cause.
render to main window is broken for me, i untick that and fullscreen works fine in d3d.

odd...maybe nvidia drivers being stupid again?

I shall test the previous build and report back.

tested 4980 & 5078, does it on those, must be crappy nvidia drivers. still only a minor issue.
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01-22-2015, 05:44 AM (This post was last modified: 01-22-2015, 05:45 AM by Dolphy.)
#594
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(01-22-2015, 05:35 AM)IceStrike256 Wrote:
(01-22-2015, 05:27 AM)Dolphy Wrote: @IceStrike256: efb to texture runs better in my opinion, also why do you need to turn of format change ? it's turned on by me the whole time.

Of course texture runs better its missing graphical elements.  Format changes actually give a slight performance boost.  Slarlac that's strange I've used nothing but d3d and fullscreen is fine over here. lol saw the edit thought that might have been the case.

I just checked and i am running @ram + cache (changed it 2 days ago), as for the format change i just turned it off.
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01-22-2015, 05:46 AM (This post was last modified: 01-22-2015, 05:59 AM by IceStrike256.)
#595
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@slarlac possibly.

@Dolphy yeah its nice that safe cache is no longer needed now that fast does it all.

BTW is there any word when this build will be merged into master?
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01-22-2015, 06:00 AM
#596
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(01-22-2015, 05:46 AM)IceStrike256 Wrote: @slarlac possibly.

@Dolphy yeah its nice that safe cache is no longer needed now that fast does it all.

I still haven't tried the latest drivers, as i had to downgrade because opengl kept crashing on one of the newer drivers. so i wouldn't be surprised if it's the drivers. gonna give the new drivers a spin.
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01-22-2015, 06:05 AM
#597
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Of the three main things in that tree: PR 1916 was merged just recently to master. Zfreeze (1812) is yet to be merged. The audio change is yet to be merged (still needs fixing).
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01-22-2015, 06:28 AM
#598
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thanks for the update Fiora!
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01-22-2015, 12:08 PM
#599
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(01-22-2015, 06:05 AM)Fiora Wrote: Of the three main things in that tree: PR 1916 was merged just recently to master. Zfreeze (1812) is yet to be merged. The audio change is yet to be merged (still needs fixing).

Thanks for the update. I so look forward to zfreeze being merged. Any information to share on what's holding it back from merging?
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01-22-2015, 10:09 PM (This post was last modified: 01-22-2015, 10:24 PM by SilentKnight79.)
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Guys I 'd just like to confirm, running on texture mode for me on Dolphin 4.0-5143 is showing highlighted targets on the comp. The difference between that mode and ram however is on texture mode they aren't highlighted as brightly and the highlight colours on the targets (tie's and guns for example on death star) have changed. Tie's have a dim purple/blue like vague highlight instead of the original bright yellow.

So the target comp seems to work fine on this mode for me (texture) which gives me a solid 60fps (aside from dips of 5 fps or so due to HLE audio not being used* when there's big explosions) , it's just not as vibrant and in your face.

No targets are missing either, all are highlighted in some way including all guns on Death Star. I checked this while playing with radar to see if any were misted on quite a few levels.

I game on this projector though http://www.amazon.co.uk/Optoma-HD300X-Digital-Processing-Projector/dp/B005N97EES showing a 120 inch screen on my wall, not sure if making out the dimmer highlighting would be an issue on a smaller screen!

*HLE causes crashes for me when the Death Star explodes after the end of the first level sadly.
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