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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-28-2014, 11:09 PM
#1,011
Gundark Offline
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https://forums.dolphin-emu.org/Thread-will-just-dance-2015-work?page=2

Slowdowns in Just Dance 2015. It seems that this is Ishiiruka specific. Can you please take a look?
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10-28-2014, 11:18 PM
#1,012
Tino Offline
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Gundark: can you give mi more details on the problem?
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10-29-2014, 05:20 AM
#1,013
Gundark Offline
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Depending on song I have between 60-80fps on Ishiiruka aafb2fa in dx11 and Ogl. In dx9 it's 40-60fps. However, during a songs I have stutter for about half or third of a sec. that get song out of rhythm. In fps it's indicated as loss of 10-15fps so if a song is playing on 70fpe it drops for a sec. on 55fps but it pauses emulation for a moment. When set framelimit to auto it's still the same. At first I though that it was shader compilation issue, but setting compilation to asynchronous doesn't affect it. I can compare this branch only with wiibranch merged with 4.0 -206, but other members are tested with wiispeak 4.0 - 382 with weaker pc than mine, and didn't have these issues. Dolphin is set Efb to ram because a graphical glitch with dancers. It would help if someone would compile current master with wiispeak to compare with Ishiiruka and see the result.
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10-29-2014, 08:32 AM
#1,014
Tino Offline
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updated the latest folder with a new version, merged latest core, and some stability fixes in dx9. Enjoy
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10-29-2014, 12:18 PM
#1,015
bola08 Offline
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Hello guys!
Thanks a lot for all the support!
This build is fantastic!

But I have a question.
What the best settings for Metroid Prime Trilogy?
Right now my setup is:

Graphics:
Dx11 - 4x Native AF 16x - Scale EFB
EFB->RAM - Fast
OpenMP - Predictive FIFO
Full Async Shader

Sound: DSP HLE - Time Stretching

PC: i7 2600K - GTX 670 2GB - 16GB RAM

The game is mostly working at stable 60 FPS.
But I still get some micro-stuttering from time to time.
(Always when leaving the morphing ball mode).
Is the micro-stuttering still unavoidable?
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10-29-2014, 01:09 PM (This post was last modified: 10-29-2014, 01:17 PM by marcosvitali.)
#1,016
marcosvitali Offline
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(10-29-2014, 12:18 PM)bola08 Wrote: Hello guys!
Thanks a lot for all the support!
This build is fantastic!

But I have a question.
What the best settings for Metroid Prime Trilogy?
Right now my setup is:

Graphics:
Dx11 - 4x Native AF 16x - Scale EFB
EFB->RAM - Fast
OpenMP - Predictive FIFO
Full Async Shader

Sound: DSP HLE - Time Stretching

PC: i7 2600K - GTX 670 2GB - 16GB RAM

The game is mostly working at stable 60 FPS.
But I still get some micro-stuttering from time to time.
(Always when leaving the morphing ball mode).
Is the micro-stuttering still unavoidable?

DX11 now has a GPU Texture Decode you dont need OpenMP, Time steching with that PC i think is not necessary maybe...., MP3 has some VPS/FPS desync not related with shader compilation slowdowns. Also if that slowdown is only becuase is a heavy gfx part you can disable Predictive FIFO and only use Full Async Shader to boost some fps.
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10-29-2014, 03:10 PM
#1,017
schiaritijc Offline
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First of all thanks for the new version Tino ! I have a question, when I tried to run the emu with the dx11 backend this error appears, but my card supports dx11 (Radeon HD 5770 Hawk). Maybe because I have old video drivers? (Catalyst 13.4 for better performance, +15 fps in emulators). Thanks!


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10-29-2014, 11:59 PM
#1,018
Tino Offline
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that radeon should suport dx11 perfectly will try to investigate that. thanks for the report.
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10-30-2014, 08:04 AM (This post was last modified: 10-30-2014, 08:21 AM by Gundark.)
#1,019
Gundark Offline
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fcf3f14 crashes JD2015 soon after any song begins. On the plus side, graphical glitches with dancers in some songs in JD2014 are gone.

edit: seems like in dx9 it works fine. JD2015 crashes in dx11 and Ogl.
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10-30-2014, 09:01 AM
#1,020
Tino Offline
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updated the lates folder with a new version, fix for some hangs i been having in some games, Gundark can you test if the hangs in jd2015 are related to this fix?
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