• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Site › dolphin-emu.org articles v
1 2 3 Next »

To the Screen with Hybrid XFB
View New Posts | View Today's Posts

Pages (8): « Previous 1 2 3 4 5 … 8 Next »
Jump to page 
Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Threaded Mode
To the Screen with Hybrid XFB
11-20-2017, 05:25 AM
#21
JMC47 Offline
Content Producer
*******
Content Creators (Moderators)
Posts: 6,563
Threads: 31
Joined: Feb 2013
Hybrid XFB doesn't affect Super Mario Sunshine. It's probably some other change.
Find
Reply
11-20-2017, 06:51 AM
#22
mbc07 Offline
Wiki Caretaker
*******
Content Creators (Moderators)
Posts: 3,607
Threads: 47
Joined: Dec 2010
Well, ubershaders, 99% complete IOS emulation, hybrid XFB, Vulkan support... When is Dolphin 6.0 coming? Tongue
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
Find
Reply
11-20-2017, 06:53 AM
#23
Helios Offline
Stellaaaaaaa
**********
Developers (Some Administrators and Super Moderators)
Posts: 4,395
Threads: 15
Joined: May 2012
Whenever somebody wants to handle release management for it and kill dev motivation by going into feature freeze
Find
Reply
11-20-2017, 06:58 AM (This post was last modified: 11-20-2017, 07:04 AM by hyperspeed.)
#24
hyperspeed Offline
Welcome to the F-Zero TV
*****
Posts: 826
Threads: 43
Joined: May 2010
With this merged the only issues that annoy me now are:
Arc Rise Fantasia: various Bloom effects are messed up when playing at High Resolution, for some reason this issue is not listed on the Wiki yet, I wonder why.  Huh
more info here

SoulCalibur 2: Missing Fade Effects, Fade-in effects for the game's title screen, as well as fade-in, fade-out transitions between matches in arcade mode, are missing, it is interesting that PCSX2 can render those effects correctly while Dolphin and RPCS3 can't.

Hopefully 6.0 don't come until this Bloom issue from Arc Rise gets fixed.  Tongue
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3
[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
Find
Reply
11-20-2017, 07:26 AM
#25
Shadorino Offline
Member
***
Posts: 209
Threads: 16
Joined: Oct 2015
(11-20-2017, 05:25 AM)JMC47 Wrote: Hybrid XFB doesn't affect Super Mario Sunshine.  It's probably some other change.

Interesting. I'll do some testing to see which build changed this.
OS : Windows 11 Pro
CPU : i7-7700K (4.8 GHz)
GPU : GTX 1080 Ti FTW3 HYBRID (2 GHz)
RAM : G.Skill Trident Z RGB 16 GB DDR4 3000 MHz C14
Dolphin : latest dev
Find
Reply
11-20-2017, 07:27 AM (This post was last modified: 11-20-2017, 07:28 AM by mbc07.)
#26
mbc07 Offline
Wiki Caretaker
*******
Content Creators (Moderators)
Posts: 3,607
Threads: 47
Joined: Dec 2010
(11-20-2017, 06:58 AM)hyperspeed Wrote: Arc Rise Fantasia: various Bloom effects are messed up when playing at High Resolution, for some reason this issue is not listed on the Wiki yet, I wonder why.  Huh
more info here

If this particular issue occurs only at higher IRs (e.g. the game renders fine in native resolution) then it's very unlikely it'll be listed on the wiki as a "Problem". It should be fine putting it in "Enhancements" section, though, as per our current conventions, issues that occurs only when using higher than native resolutions are listed there so they don't affect the rating of the game...

I would say you could edit the wiki yourself but... the problem where some users (all new accounts and some old accounts) can't edit anything on the wiki isn't fixed yet =/
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
Find
Reply
11-20-2017, 07:29 AM
#27
Shadorino Offline
Member
***
Posts: 209
Threads: 16
Joined: Oct 2015
(11-20-2017, 06:58 AM)hyperspeed Wrote: With this merged the only issues that annoy me now are:
Arc Rise Fantasia: various Bloom effects are messed up when playing at High Resolution, for some reason this issue is not listed on the Wiki yet, I wonder why.  Huh
more info here

SoulCalibur 2: Missing Fade Effects, Fade-in effects for the game's title screen, as well as fade-in, fade-out transitions between matches in arcade mode, are missing, it is interesting that PCSX2 can render those effects correctly while Dolphin and RPCS3 can't.

Hopefully 6.0 don't come until this Bloom issue from Arc Rise gets fixed.  Tongue

The wiki has been locked since August due to a spam attack. Don't have any more info ATM.
OS : Windows 11 Pro
CPU : i7-7700K (4.8 GHz)
GPU : GTX 1080 Ti FTW3 HYBRID (2 GHz)
RAM : G.Skill Trident Z RGB 16 GB DDR4 3000 MHz C14
Dolphin : latest dev
Find
Reply
11-20-2017, 07:43 AM
#28
cammelspit Offline
Member
***
Posts: 116
Threads: 28
Joined: Jan 2010
My God, I am so happy I could cry! The frame pacing issues I had with the Vulkan backend are COMPLETELY gone with hybrid XFB. Plus, being an AMD card user Vulkan just screams. I have been using the Hybrid XFB build since it was usable several months ago and I could not be happier that it has been merged. If I had more than two thumbs, they would all be up for you guys right now. Stellar work to all involved.
[Image: quit-smoking-banner.php?key=27940]
Find
Reply
11-20-2017, 09:50 AM
#29
Silanda Offline
Junior Member
**
Posts: 36
Threads: 1
Joined: Feb 2014
(11-20-2017, 04:05 AM)Shadorino Wrote: On on another note, I've fired up Mario Sunshine to see if something changed about the pixelated goo/depth of field problem.
Before Hybrid XFB, disabling Scaled EFB Copy made the goo render correctly, but the depth of filed at 1x IR, as explained here : https://wiki.dolphin-emu.org/index.php?t...o_Sunshine
So we had to choose to either have pixelated goo and high IR everywhere, or normal looking goo and about half the screen running in locked 1x IR.
Now disabling Scaled EFB Copy renders everything at 1x IR. We can't have normal looking goo anymore. Which can be a problem for some people, but personally, I preferred playing in high IR and have pixelated goo than the depth of field rendered at 1x and the rest at high IR. This gives an opportunity to look into this issue, which is I believe the last one for this game.

FWIW, I'm seeing the same thing with Sonic Heroes in 5.0-5907 compared to 5.0-5800, although the problem is pretty benign there. I used to be able to avoid the texture glitches by disabling Scaled EFB Copy rather than using the Vertex Rounding hack, but if I do that now the entire game is rendered at 1x IR.

(11-20-2017, 07:43 AM)cammelspit Wrote: My God, I am so happy I could cry! The frame pacing issues I had with the Vulkan backend are COMPLETELY gone with hybrid XFB.

Same on Nvidia hardware; I used to get frame pacing issues on some games with XFB set to Virtual, but these are now completely gone. Excellent work Dolphin developers!
Find
Reply
11-20-2017, 10:46 AM
#30
e2zippo Offline
Senior Member
****
Posts: 292
Threads: 15
Joined: Jul 2016
As always, phenomenal work! Great article once again, very interesting read!
Find
Reply
« Next Oldest | Next Newest »
Pages (8): « Previous 1 2 3 4 5 … 8 Next »
Jump to page 


  • View a Printable Version
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma