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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
03-18-2015, 12:47 PM (This post was last modified: 03-21-2015, 12:19 PM by kirbypuff.)
#1,891
kirbypuff Offline
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(03-16-2015, 01:06 AM)Tino Wrote: The inaccuracy issue is one of the sacrifices i have made to keep compatibility so is a known issue that i will fix for dx11 and ogl in the future.

Will this also improve Ishiiruka's performance / efficiency (with the D3D11 backend) at high internal resolutions on modern GPUs?

P.S. The SSE2 vertex loader fallback PR has been updated again (version 3, even faster: up to 40% perf. boost).
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03-19-2015, 12:06 PM
#1,892
Tino Offline
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(03-18-2015, 09:27 AM)jasjeet Wrote:
(03-18-2015, 08:34 AM)Tino Wrote: thanks for the report will take a look, can you point me to the texture pack you are using

https://forums.dolphin-emu.org/Thread-gc-zelda-twilight-princess-hd-texture-pack-update-pag-7?pid=360262#pid360262

One user said

Quote:everything after 5732 gets me white grass

So probably a problem with master?
is not a poblem with the code , the mipmap textures don't have a proper alpha channel they are filled with white causing the white color on the distance.
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03-19-2015, 12:55 PM
#1,893
Tino Offline
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updated the latest folder with a new version. added support for integer math in dx11 and ogl to improve performance and acuracy.
please test for regresions and enjoy.
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03-19-2015, 02:05 PM
#1,894
schiaritijc Offline
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Thx Tino, DKCR runs at 60fps all the time, with previous revisions I get 50 fps in some places , like the main map view.
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03-19-2015, 03:15 PM (This post was last modified: 03-21-2015, 12:16 PM by kirbypuff.)
#1,895
kirbypuff Offline
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Ishiiruka v310 Highlights:
--------------------------------
* Support for integer math in Direct3D11 and OpenGL
* Version 3 ("I kinda like it") of the SSE2 vertex loader fallback
* Removes a useless setting (HBU)
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03-19-2015, 04:50 PM (This post was last modified: 03-27-2015, 01:33 PM by kirbypuff.)
#1,896
kirbypuff Offline
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The previous version was ~25% slower than master, this one is just 5~10% slower.
FP processing was what really slowed down Ishiiruka. Now it's more like master, using integer math (faster and more efficient at high IRs).
But what's more important is the accuracy improvement. Now it's on par with master (all those glitches / issues are gone).

Ishiiruka is now 95% compatible with master (minus the post-processing update, stereo 3D and some other features)

And finally, the usual bench at 6xIR w/ EFB2RAM :

Ishiiruka v304: 90 / 72 / 54 / 55 / 42 / 52 / 33
Ishiiruka v310: 102 / 72 / 65 / 59 / 44 / 56 / 36
master sse2vlf : 115 / 72 / 65 / 59 / 44 / 57 / 36

NOTE: This is with 'Fast EFB Access' turned OFF for accuracy (same as master).
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03-21-2015, 05:03 AM
#1,897
kirbypuff Offline
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@Tino: Could you merge these 3 PRs:
PR #1900
PR #2021
PR #2149
Although some of them are not 100% complete, they're well-tested and won't cause any issues.
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03-21-2015, 06:06 AM
#1,898
Tino Offline
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i'm a little busy at work, will check them this week end.
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03-21-2015, 07:30 AM
#1,899
DarthVitrial Offline
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While we're requesting specific PRs, any chance of merging PR #1829 and #1701?
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03-21-2015, 07:37 AM
#1,900
Darth_Squall Offline
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There was something strange in the last build (310):
[Image: 44787a333342t.jpg]
[Image: fc48c2d4bce0t.jpg]
I think it's something with textures or DX11, because in last official version of Dolphin (4.0-5901) all working fine, and in Ishiiruka (310) too, but only if I change settings to DX9. This problem only on DX11.
I'm using this pack of textures, latest build 6.1b.
Oh, yeah. After I changed my build to 310, I used 296, and there's no these problems after all...
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