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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-25-2015, 07:51 AM
#1,951
Tino Offline
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(03-25-2015, 07:27 AM)Alexking0615 Wrote: Very good work.

I compared with the official 4.0 version

SSB Braw
Official: 40-60Fps depending of escenary
Yours: 65 Fps all escenary (i set lock to 64fps)

Nario Kart Wii
Official: 40Fps with all 12
Yours: 55-60Fps with all 12

Golden Eye 007
Official: 17fps
Yours: 33Fps single and split screen (this game is locked to 30fps i guess)

Fzero GX
Official: 30-40Fps
Yours: Reboot after nintendo and segas logo :/

Mario Sinshine:
Official: 25-27FPS
Yours: 33Fps

Zelda TP
Official: 20-27Fps
Yours: 30Fps

My laptop Specs:
4GB 1600Mhz Ram
i3 4005U 1.7Ghz
HD 4400

Two versions was with default settings

Please, make a version with motion plus support
I want to play skyward sword with this bluid
I get 22-24Fps with svn builds...
what is your configuration? you always get resets in f-zero?
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03-25-2015, 07:55 AM
#1,952
Tino Offline
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(03-25-2015, 07:32 AM)masterotaku Wrote: Tino, are you already using texture caching in Ishiiruka (maybe you said it and I didn't notice)? With the Zelda Collector's Edition texture pack I'm creating, it sttuters like mad in some zones with the master build, but Ishiiruka runs perfectly. In master, the stuttering never goes away, so that's just a texture thing and not shaders, right?

Example: the main menu let's you choose a Zelda game. I hold TAB to unlock fps and hold a direction, so it's looping through all games forever. I put some really huge textures in the Ocarine of Time and Majora's Mask sections (just those 4 textures are 21.9MB in total Tongue ). In master, it stalls every time I reach those games (one long stutter for each of them), while in Ishiiruka it only happens once (and faster than master) and then it keeps looping perfectly. In Zora's Domain there wasn't even a first stutter in Ishiiruka.

Bonus points for Ishiiruka  Big Grin . When 3D is implemented, I'll switch to Ishiiruka as my main build Wink .

Edit: check this out: http://i.cubeupload.com/Nb2Dlg.png
there is already a small texture cache in the gpu to avoid texture reloading.
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03-25-2015, 08:04 AM (This post was last modified: 03-25-2015, 08:05 AM by Tino.)
#1,953
Tino Offline
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@Alexking0615 you should really compare agint latest master development version. If you are using default configuration, you are not experimenting the best performace, enable full async shader compilation and fast efb access and you should get smother gameplay.
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03-25-2015, 11:26 AM
#1,954
Alexking0615 Offline
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(03-25-2015, 08:04 AM)Tino Wrote: @Alexking0615 you should really compare agint latest master development version. If you are using  default configuration, you are not experimenting the best performace, enable full async shader compilation and fast efb access and you should get smother gameplay.


Yea, the game is working now ?

i enabled full async and fast efb access

fzero runs very good
60fps

i rrally want to see motion+ on your dolphin builds
skyward sword lags a lot on dolphin svn....

good work
this is the best dolphin version for me ?
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03-25-2015, 05:40 PM (This post was last modified: 03-26-2015, 05:58 PM by kirbypuff.)
#1,955
kirbypuff Offline
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(03-25-2015, 01:31 AM)Tino Wrote: updated latest forlder with a new version.

With the latest version, VRAM usage is down to ~450 MB.
But there is another issue: when you start nsmb, there's a short buzzing noise and sometimes the left audio channel just stops working (no sound). master/dev builds don't have this problem.
HINT: Use the XAudio2 backend, start Dolphin with the framelimiter turned OFF and use headphones.
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03-25-2015, 08:03 PM
#1,956
mew Offline
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(03-25-2015, 05:40 PM)kirbypuff Wrote: But there is another issue: when you start nsmb, there's a short buzzing noise and sometimes the left audio channel just stops working (no sound). master/dev builds don't have this problem.
HINT: Start it with the framelimiter turned OFF and use headphones.

I can confirm this one.
Also happens on SMG and other games.
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03-25-2015, 09:51 PM
#1,957
Tino Offline
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(03-25-2015, 05:40 PM)kirbypuff Wrote:
(03-25-2015, 01:31 AM)Tino Wrote: updated latest forlder with a  new version.

With the latest version, VRAM usage is down to ~450 MB.
But there is another issue: when you start nsmb, there's a short buzzing noise and sometimes the left audio channel just stops working (no sound). master/dev builds don't have this problem.
HINT: Start it with the framelimiter turned OFF and use headphones.
Timestretshing is enabled?
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03-25-2015, 10:52 PM
#1,958
Slickman Offline
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Anyone know how to add higher IR settings to the latest dev build? On my new graphics card OpenGL runs better than D3D11. The development builds have borderless on OpenGL though which gives me that huge framerate boost but it only goes to 4 IR. I know you guys don't give a crap about OpenGL but I thought I'd ask.
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03-25-2015, 11:23 PM (This post was last modified: 03-25-2015, 11:25 PM by Tino.)
#1,959
Tino Offline
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(03-25-2015, 10:52 PM)Slickman Wrote: Anyone know how to add higher IR settings to the latest dev build? On my new graphics card OpenGL runs better than D3D11. The development builds have borderless on OpenGL though which gives me that huge framerate boost but it only goes to 4 IR. I know you guys don't give a crap about OpenGL but I thought I'd ask.

on the configuration file you can set EFBScale to a larger value for example 7 is 4x, 8 is 5x, 9 is 6x and so on.
and is not that i give crap about ogl, time and drivers implementations avoids me to work on it, for example async shader compilation in ogl works exelent in amd but completly fails on nvidia.
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03-26-2015, 12:44 AM
#1,960
mew Offline
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@Tino, in my case, I don't use Timestretching.
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