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


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 2 3 4 5 ... 117 Next »

[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
View New Posts | View Today's Posts

Pages (806): « Previous 1 ... 128 129 130 131 132 ... 806 Next »
Jump to page 
Thread Rating:
  • 33 Vote(s) - 4.55 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
12-28-2014, 07:07 PM
#1,291
Dogway Offline
Banned
Posts: 153
Threads: 7
Joined: Jun 2009
@bola08; it's the adobulated theme

I repeat my question since we changed page. Any reason these names were changed to not include Video_?
[Video_Enhancements]
[Video_Settings]
[Video_Hacks]
Find
Reply
12-29-2014, 10:13 AM
#1,292
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
(12-28-2014, 07:07 PM)Dogway Wrote: @bola08; it's the adobulated theme

I repeat my question since we changed page. Any reason these names were changed to not include Video_?
[Video_Enhancements]
[Video_Settings]
[Video_Hacks]

no idea just, follow the master changes for compatibility
Find
Reply
12-29-2014, 10:15 AM
#1,293
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
(12-28-2014, 05:36 PM)jimbo1qaz Wrote: I see you never merged https://github.com/jimbo1qaz/dolphin/commit/fe9b7fa4f371d1c400afa6274eaf9512681685d6 into your branch.

A lot of things where not merged, I'm just with a lot of work. they will be merged as soon as i have some free time
Find
Reply
12-29-2014, 10:47 AM (This post was last modified: 12-29-2014, 10:48 AM by Link_to_the_past.)
#1,294
Link_to_the_past Offline
Link on steroids really
*******
Posts: 1,767
Threads: 17
Joined: Feb 2010
Tino there is an issue with fifo overflowing in d3d in various games in master after the merge of hardware bounding box, could you check it out please? Opengl seems to work ok btw.
Find
Reply
12-29-2014, 11:28 AM
#1,295
CDAMJC Away
HD Texture Modder
**
Posts: 34
Threads: 2
Joined: Dec 2014
Hello,

I don't know if this was intentional but I want to bring up a pleasant surprise I had while using build f40ab1a. I am currently working on converting Razius's SMG texture mod into DDS DXT compression from png to reduce stutter and I may be taking over the project as Razius is trying to wrap things up after 2 years.

Back story: I tried DDS approach with DXT compression because back when I first started modding ME1 I used png for their high quality and small size. I had terrible stutter and lag doing this with the Unreal Engine. It was because the engine had to decompress the png before loading. This takes time and also once decompressed the file sizes are quite large in the VRAM hence the stutter and pausing as textures load. I did some research back then and ended up going with current industry standard DXT. On files that lost too much quality, I simply upscaled them before applying DXT compression. The results were very close to the original visual fidelity and quality, with over 10x the performance.

So I came to this custom version of Dolphin because I read it may help with texture mods. What I found is that if I use this custom Dolphin f40ab1a (Ishiiruka-Dolphin) and OpenGl render there is 99.9% less stutter when using DDS. Using PNG the stutter is essentially the same as all versions of Dolphin I have tested from 3.5-4.02.

You must have added something in this build that makes the custom texture streaming better when using DDS. I had downloaded it to try to improve performance with Twilight Princess and HD textures however for me it did not remove stutter and I think it's because the textures are all png. It's a completely different case with Mario Galaxy and dds format. The irony here is that I thought the focus in this custom build is on the DX9 and DX11 plugins which won't even launch Mario Galaxy for me when I select custom textures (not complaining I may have missed a setting or these plugins don't like DDS I'm not sure). But with Opengl I get no stutter and all textures loading even with the huge font size as long as it's in dds format.

Was this intentional for this build? To better support DDS format and custom texture loading I mean. If not you have stumbled across a wonderful performance improvement and if so/either way I commend you on a job well done. I think with this build and if people start to do their texture mods in DDS instead png we can see improved textures with little to no performance hit.

Also if you do know what was done to improve the performance can you relay it to the Dolphin team for official builds I think this performance boost in a necessity for texture mod enthusiasts.

I just wanted to share this incase it is news to anybody and if not, I am sorry for being redundant.

Thank you again for your work and efforts Smile
Website Find
Reply
12-29-2014, 12:09 PM
#1,296
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
(12-29-2014, 11:28 AM)CDAMJC Wrote: Hello,

I don't know if this was intentional but I want to bring up  a pleasant surprise I had while using build f40ab1a.  I am currently working on converting Razius's SMG texture mod into DDS DXT compression from png to reduce stutter and I may be taking over the project as Razius is trying to wrap things up after 2 years.

Back story:  I tried DDS approach with DXT compression because back when I first started modding ME1 I used png for their high quality and small size. I had terrible stutter and lag doing this with the Unreal Engine. It was because the engine had to decompress the png before loading. This takes time and also once decompressed the file sizes are quite large in the VRAM hence the stutter and pausing as textures load.  I did some research back then and ended up going with current industry standard DXT.  On files that lost too much quality, I simply upscaled them before applying DXT compression. The results were very close to the original visual fidelity and quality, with over 10x the performance.

So I came to this custom version of Dolphin because I read it may help with texture mods.  What I found is that if I use this custom Dolphin f40ab1a (Ishiiruka-Dolphin) and OpenGl render there is 99.9% less stutter when using DDS. Using PNG the stutter is essentially the same as all versions of Dolphin I have tested from 3.5-4.02.

You must have added something in this build that makes the custom texture streaming better when using DDS.  I had downloaded it to try to improve performance with Twilight Princess and HD textures however for me it did not remove stutter and I think it's because the textures are all png.  It's a completely different case with Mario Galaxy and dds format. The irony here is that I thought the focus in this custom build is on the DX9 and DX11 plugins which won't even launch Mario Galaxy for me when I select custom textures (not complaining I may have missed a setting or these plugins don't like DDS I'm not sure). But with Opengl I get no stutter and all textures loading even with the huge font size as long as it's in dds format.

Was this intentional for this build? To better support DDS format and custom texture loading I mean.  If not you have stumbled across a wonderful performance improvement and if so/either way I commend you on a job well done.  I think with this build and if people start to do their texture mods in DDS instead png we can see improved textures with little to no performance hit.

Also if you do know what was done to improve the performance can you relay it to the Dolphin team for official builds I think this performance boost in a necessity for texture mod enthusiasts.

I just wanted to share this incase it is news to anybody and if not, I am sorry for being redundant.

Thank you again for your work and efforts Smile

The improvements in this branch in custom textures are intentional, the dds support an improvements where made to make custom textures really playable on older hardware. The reazon that this  is not on master is that some developers are completly against dds support.
please if you encounter any issue using dx9 or dx11 please make a good report they should work for you as weel as ogl.
Find
Reply
12-29-2014, 12:10 PM (This post was last modified: 12-29-2014, 12:11 PM by Tino.)
#1,297
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
(12-29-2014, 10:47 AM)Link_to_the_past Wrote: Tino there is an issue with fifo overflowing in d3d in various games in master after the merge of hardware bounding box, could you check it out please? Opengl seems to work ok btw.

will chek that, thanks for the report, did you know if the issue is also on ishiiruka or if is master only?
Find
Reply
12-29-2014, 02:36 PM (This post was last modified: 12-29-2014, 03:18 PM by CDAMJC.)
#1,298
CDAMJC Away
HD Texture Modder
**
Posts: 34
Threads: 2
Joined: Dec 2014
Photo 
Hello,

Thank you for the reply. It's a shame some developers are anti DDS format. I think it's probably the closest format to what the GameCube and Wii are using. It certainly behaves better and if setup properly can look just as good as png. My setup is fairly high end and I still see a big difference in performance when using DDS instead of png.

At least we have your builds here Smile

As for the directX options I have tried many times now DX9 and each time if I select load custom texture the emulator freezes and I need to force close. I am using the same settings as I do for OpenGL here they are:

[Image: MRZBz9a.jpg]

Is there a texture size limit imposed in DX9 that is not in OpenGL? It's the only thing I can think of.

I just tested DX11 everything works, but some stutter where I don't see it with OpenGl still much less than other versions of Dolphin or when using PNG format.
Website Find
Reply
12-29-2014, 07:39 PM
#1,299
Dogway Offline
Banned
Posts: 153
Threads: 7
Joined: Jun 2009
(12-29-2014, 10:13 AM)Tino Wrote:
(12-28-2014, 07:07 PM)Dogway Wrote: @bola08; it's the adobulated theme

I repeat my question since we changed page. Any reason these names were changed to not include Video_?
[Video_Enhancements]
[Video_Settings]
[Video_Hacks]

no idea just, follow the master changes for compatibility

Master uses the Video_ prefix, at least on their included gamesettings files, you could check your source to check if its behind master or not. Currently official gamesettings are incompatible.
Find
Reply
12-29-2014, 10:00 PM (This post was last modified: 12-29-2014, 10:01 PM by Link_to_the_past.)
#1,300
Link_to_the_past Offline
Link on steroids really
*******
Posts: 1,767
Threads: 17
Joined: Feb 2010
(12-29-2014, 12:10 PM)Tino Wrote:
(12-29-2014, 10:47 AM)Link_to_the_past Wrote: Tino there is an issue with fifo overflowing in d3d in various games in master after the merge of hardware bounding box, could you check it out please? Opengl seems to work ok btw.

will chek that, thanks for the report, did you know if the issue is also on ishiiruka or if is master only?

Nope, haven't tested ishiiruka but i guess if it is the same as master it should be... Do you want me to test it?
Find
Reply
« Next Oldest | Next Newest »
Pages (806): « Previous 1 ... 128 129 130 131 132 ... 806 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 2 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode