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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
12-29-2014, 10:42 PM
#1,301
Tino Offline
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if you have a little free time please test it because i changed the code in ishiiruka to improve performance and if it solve the issue i will port those changes to master.
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12-29-2014, 10:43 PM
#1,302
Tino Offline
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(12-29-2014, 07:39 PM)Dogway Wrote:
(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.

Thanks for noting that, forguet to merge those changes then.
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12-29-2014, 10:45 PM
#1,303
Tino Offline
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[quote pid='350777' dateline='1419827791']
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.
[/quote]

dx9 supports smaller texture size because is and old API. have you tested using efb to texture, fast efb access, and full async shader to elimnate stuter completly?
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12-29-2014, 11:43 PM
#1,304
Tino Offline
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(12-29-2014, 07:39 PM)Dogway Wrote:
(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.
Actually checking my game settings files are exactly the same master uses, are you using the latest version of ishiiruka?
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12-29-2014, 11:44 PM
#1,305
Link_to_the_past Offline
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(12-29-2014, 10:42 PM)Tino Wrote: if you have  a little free time please test it because i changed the code in ishiiruka to improve performance and if it solve the issue i will port those changes to master.

Ok i tested it and although it took awhile it happened in latest ishiiruka too. http://prntscr.com/5m783n
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12-29-2014, 11:49 PM
#1,306
Tino Offline
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thanks for the testing will try to see what is the source of that error, can you point me to the games where the issue is more visible?
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12-30-2014, 12:22 AM (This post was last modified: 12-30-2014, 12:23 AM by Link_to_the_past.)
#1,307
Link_to_the_past Offline
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(12-29-2014, 11:49 PM)Tino Wrote: thanks for the testing will try to see what is the source of that error, can you point me to the games where the issue is more visible?

I used battalion wars 2 for testing since it always seemed quite sensitive (i am not able to finish a stage without it happening), there are reports for the last story metroid prime and others in the forums but i haven't tested personally.
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12-30-2014, 12:25 PM
#1,308
Tino Offline
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updated latest folder with a new version, issues with dds texture loading in dx9 should be fixed, some small fixes and code cleanup
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01-01-2015, 02:57 AM
#1,309
zelda64 Offline
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Question 
Hi
textures aren't render correctly with Direct3D9 and 11  in Super mario Galaxy.
I test  with  Ishiiruka.f40ab1a.x64 and Ishiiruka.a6c8198.x64 and Ishiiruka.938e607.x64.

internal RES = 2X
AA = none
AF = 4x
Scaled EBF Copy = Enable

But with Opengl everything is correct.

[Image: xcvahpe3dyura665h3qo.jpg]
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01-01-2015, 03:08 AM
#1,310
Tino Offline
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can't reproduce the issue can you give more detail on your configuration an machine?
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