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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
02-08-2014, 09:18 AM
#131
dephined Offline
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Yes, now it's fixed thanks - btw the bug I reported on page 10 for this game is still there
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02-09-2014, 01:33 AM
#132
Linear Offline
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ans shadow upscaling too Sad
Exclamation The man will die, but not his ideas Exclamation
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02-09-2014, 10:14 AM
#133
Franz Thieppel
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Hello. Just registered here to say this is the fastest version of Dolphin i've tried yet. Great work!

I can confirm both Resident Evil 4 (Wii) and Twilight Princess (GC) working full speed 99.99% of the time on my AMD Phenom II X4 3.2GHz for the first time.

Others such as Mario Galaxy, Def Jam FFNY and Sonic Colors still run at the same speed as the official Dolphin with DX11 though (slow, 60% - 70%) for some reason.

The only issue i found is that when i try to load custom textures the game crashes at the exact moment it tries to load them.
This happens with both DX9 and DX11 in this version, but works fine in DX11 official builds.

That is all. Keep up the great work.
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02-09-2014, 10:18 AM
#134
DJBarry004 Offline
Don't even bother...
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(02-09-2014, 10:14 AM)Franz Thieppel Wrote: Hello. Just registered here to say this is the fastest version of Dolphin i've tried yet. Great work!

I can confirm both Resident Evil 4 (Wii) and Twilight Princess (GC) working full speed 99.99% of the time on my AMD Phenom II X4 3.2GHz for the first time.

Others such as Mario Galaxy, Def Jam FFNY and Sonic Colors still run at the same speed as the official Dolphin with DX11 though (slow, 60% - 70%) for some reason.

The only issue i found is that when i try to load custom textures the game crashes at the exact moment it tries to load them.
This happens with both DX9 and DX11 in this version, but works fine in DX11 official builds.

That is all. Keep up the great work.

Mario Galaxy still runs slow because your hardware´s not enough to handle it, no matter what you do. SMG´s simply too demanding to be run by any kind of available hardware...
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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02-09-2014, 01:45 PM
#135
Franz Thieppel
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(02-09-2014, 10:18 AM)DJBarry004 Wrote: Mario Galaxy still runs slow because your hardware´s not enough to handle it, no matter what you do. SMG´s simply too demanding to be run by any kind of available hardware...

That's what I think, but anyway I was just pointing out that it was odd some games showed noticeable improvements while others stayed the same (exactly same FPS)
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02-10-2014, 12:44 PM
#136
Tino Offline
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updated, texture pool removed , custom textures must work now.
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02-11-2014, 03:43 AM
#137
Franz Thieppel
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Thanks! It now loads custom textures with DX9.

Performance dropped to about 2-3 FPS when I loaded a full texture pack, but that might have more to do with my specs than the plugin.
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02-12-2014, 06:42 PM (This post was last modified: 02-12-2014, 06:42 PM by Garteal.)
#138
Garteal Offline
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Finally gave this branch a try and immediately noticed that DX9 still performs the best out of all of the back-ends.

In Tales of Symphonia, for example, I used to get frame drops in the menus for unknown reasons using OpenGL and Direct3D. This still happens in the master branch, but with DirectX9 it stays fullspeed; even in the synopsis.
Interestingly enough, I get fullspeed with OpenGL on Linux though in these menus.

I also tried loading up my old custom textures I was working on for The Last Story and it works fine for the first (white) menu screen, but once I hit A it starts to halt to a crawl and pushes out a frame or so every second or two. The textures seem to load fine though. This happens on both DirectX9 and OpenGL in your branch. OpenGL in the master seems to handle it fine.
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02-12-2014, 08:48 PM
#139
delroth Offline
Making the world a better place through reverse engineered DSP firmwares
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How is it "performing the best" if it renders at 2FPS in some games where up to date versions of the OpenGL backend have no issue at all?
Pierre "delroth" Bourdon - @delroth_ - Blog

<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
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02-12-2014, 10:19 PM (This post was last modified: 02-12-2014, 10:28 PM by Garteal.)
#140
Garteal Offline
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In normal use-cases it's the fastest back-end. The menus work fine now in the latest builds with Direct3D and HLE. There's still slowdowns with OpenGL but it's not as bad as it used to be.
The slowdowns in this branch only happen if you use custom textures.
A quick test gave me approximately 310FPS with DirectX9 while OpenGL gave me approximately 250FPS on the latest master (4.0-855).
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