thanks, will try when i get home
JITARM64
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(02-26-2016, 04:56 AM)degasus Wrote: May I ask you again to retest this PR? I've uploaded a new version, this time with full single tracking support. It should be a bit faster, but also with a higher chance for regressions. So if you find a bug which appears in this build, but not on master, please tell me so. This new version broken dragon ball z budokai tenkiachi 3 (wii) Characters disappear In your previous build work perfectly. 02-26-2016, 10:36 AM
I used the new build with Metroid Prime (25% override).
In high demanding areas I have seen no gains. In low demanding area framerate was 3-4 fps better. 02-26-2016, 02:57 PM
Any idea why shader storage is not working on the new OTA?
It is starting to get really frustrating because of how much Brawl likes to stutter frequently,making it harder to actually test. Is it another bug like I had to deal with when deleting a directory and having Dolphin not create it again? Please someone commit a fix for this to make folder and file creation persistent if any are missing or deleted in the case of me deleting the shader cache files after the OTA update and an earlier incedent with a bugged out build,ironically also shader related.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕ 02-26-2016, 03:06 PM
I bricked my Nvidia SHIELD Android TV. So I can't do anything to even attempt looking in to this.
02-26-2016, 07:30 PM
02-28-2016, 01:17 AM
I am a novice when it comes to the tech side of emulators. Just out of curiousity, how would one start to debug certian games on android?
The point is why is it broken on android but not on your desktop. First try, we don't install all of those game inis on android. Just copying them on the sd card is usually fine. sdcard/dolphin-emu/GameSettings -- in this way, you'll get the same settings.
Second point (which is likely) is because of the JitArm64. So is there also this issue with the (cached) interpreter? If not, you have to try which ppc instruction breaks it. Just open those in https://github.com/dolphin-emu/dolphin/t...C/JitArm64 -- usually all instructions start with "INSTRUCTION_START\nJITDISABLE(bJIT*);". The last one is the group of this instruction. You can disable a group of instructions within https://github.com/dolphin-emu/dolphin/b...r.cpp#L632 -- after this, disable a single instruction until you've found which instruction is broken. Next debug what's broken within this instruction.... 02-29-2016, 03:33 AM
I do not know if this has been reported before. paper mario gets stuck in this area of the prologue,
http://i64.tinypic.com/14mf2mg.jpg I managed to pass this part with the help of PC, but later the same thing happened again when I activate a block. interpreter or cache interpreter do nothing. the game itself works great 50/60fps in dungeon and some areas, in towns at 16/21fps, in battles at 30fps 02-29-2016, 04:01 AM
This is due to bounding box emulation being off by default.
On PC this feature automatically gets enabled via the GameINI files, but since we don't ship those on Android it never gets turned on. Also FYI, the feature requires ES 3.1(Or desktop GL) in order to properly support that feature. Also since I've limited Snapdragon devices to ES 3.0 then they would forcibly have that feature disabled on that particular hardware. |
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