The reason we have the issue tracker is so you can give us all the necessary information... you didn't even tell us what build you're on. There are some changes to shader generation going on due to really broken NVIDIA drivers we're trying to work around.
Thread Rating:
Ubershaders: A Ridiculous Solution to an Impossible Problem
|
10-08-2017, 01:39 PM
The end of this blog post references stuttering resulting from JIT flaws, and says that at the very least an option will likely be added to turn off branching. Has there been any progress on this, and are there any threads/issues/pull requests I can keep an eye on? I'm guessing this is causing the stuttering I'm experiencing in Ocarina of Time Master Quest.
10-28-2017, 03:57 AM
(10-08-2017, 01:39 PM)SergeantFTC Wrote: The end of this blog post references stuttering resulting from JIT flaws, and says that at the very least an option will likely be added to turn off branching. Has there been any progress on this, and are there any threads/issues/pull requests I can keep an eye on? I'm guessing this is causing the stuttering I'm experiencing in Ocarina of Time Master Quest. I'm not qualified to answer your specific question but I'm throwing this out there because it might help you. The N64 Zelda games run natively at 20 FPS, which in itself feels quite jittery. Also, I've found that overclocking the emulated CPU on VC N64 games helps them run more smoothly on my setup. This is specially true for Mario Kart 64 but it may help with Ocarina. You can specify per-game CPU overclock settings in each game's .ini file (see here for syntax). I would apply 200% O/C as a first cut.
Windows 10 Pro x64 | i7-9700K @ 4.6-5.0GHz | MSI Z370 Gaming Plus | MSI RX 5700 8GB Factory-OC | 16 GB DDR4-3000
02-09-2018, 06:26 PM
Sorry, but I don't understand most of the blog post? What does ubershaders exactly do?
Will my GPU nivida 960 will suffer a burnout when using too much ubershaders for too long? Should I use hybrid mode or do not need to use it at all? I play Pokémon channel and pokepark 2. 02-09-2018, 06:33 PM
Basically, the GC/Wii's GPU can do things that are very cheap to do on it's very specialized GPU, that isn't quick to translate onto PC GPUs. This caused stuttering whenever an effect like that was needed. Hybrid Ubershaders says "Okay, here's a huge PC GPU shader that can do *everything* a Wii's GPU could ask for. When it asks for one of those things, use this huge shader until we can finish compiling the fast, specialized shader". This eliminates stuttering. Exclusive Ubershaders just says "Just run this huge shader all the time. Don't compile fast specialized ones." which is much harder on your PC GPU.
Your GPU won't "burn out" regardless of which settings you pick. The worst case is that you pick wrong settings for your hardware and cause slow downs or stuttering until you fix it. For your hardware, set the graphics backend to Direct3D 11 and then set Ubershaders to hybrid. 04-01-2018, 10:58 AM
*edit* disregard, i found it
Has the ubershader option been moved/removed? It used to be under the graphics/enhancements tab but I've just got the latest dev build for windows (5.0-6801) and it's no longer there. 04-01-2018, 11:02 AM
It's been redone. It's now an option in Graphics > General under shader compilation options. Mouse over the option for info.
09-12-2020, 11:54 PM
Has there been any update to the situations described in this article concerning the different video backends?
e.g. Variant generation on Vulkan vs MESA drivers Behaviour of Vulkan/OpenGL in NVidia drivers for Shader locking Slower compiled shaders on Vulkan/OpenGL with NVidia, and whether D3D12 disassembly tools have been provided, to hopefully increase efficiency in Dolphin with non-D3D backends. 10-06-2020, 10:44 AM
(This post was last modified: 10-06-2020, 10:45 AM by hyperspeed.)
(09-12-2020, 11:54 PM)Cormy1 Wrote: Has there been any update to the situations described in this article concerning the different video backends? I would like to kniw this too ubershaders is gorgeous but i still get some minor lag some times, like after every 20/30min or so, something that never happens with the old method when you have created all shaders.
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] |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)