StripTheSoul: try to reduce the size of that texture, and test if that improve performance
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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04-23-2014, 03:17 AM
Uuuuh, sorry, I don't know how to do that -_-
Have you tried if you also get that slowdown on your PC?
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
i can't test it rigth now, i'm working
, but i suspect is a fill rate problem caused by a large transparent texture. so if you reduce the size of the image with any image editor to 50% or 25 % it will fix the problem, or just use the simple solution an elimitate the problematic texture
04-23-2014, 03:49 AM
(This post was last modified: 04-23-2014, 03:51 AM by StripTheSoul.)
Well, yeah, deleting it gets rid of the problem, that's how I knew it was the culprit ^^
The OpenGL plugin doesn't have that issue, though, and shows the textures the way they should be. So there must be something wrong in D3D's costum texture handling.
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
04-23-2014, 04:29 AM
(04-23-2014, 03:29 AM)Tino Wrote: i can't test it rigth now, i'm working Wut? Why would fill rate requirements increase based on the size of a texture? You still render as many fragments. 04-23-2014, 05:21 AM
the number of the fragments are the same but, the cost of every fragment is larger, texture sizes afect texture fetch speed on many dx9 implementations, ms seems to partially resolve that on dx1x but still there are performance penalties when you mix large textures and large amount of transparency.
04-23-2014, 06:51 AM
Since the developers will drop x32 support, and we are lack of 32 bits tester you will drop here to?
OS: Windows 7 Ultimate, 64-Bits
CPU: Intel Core I5-4670 @ 3.4 Ghz GPU: SAPPHIRE AMD HD 7770 GHz Edition OC 1GB GDDR5 VAPOR-X RAM: Kingston 4GB DDR3-1333 DOLPHIN: 4.0.2 x64 04-23-2014, 08:01 AM
i'm planning to merge master core to this branch, if master drops 32 bits support i will have to drop it to
So i tested issue 6177 on AMD card drive 14.3
Mario Kart Double Dash crashing driver, i got in game and played a little, later i change some configurations and i cant reproduce this issue, seems to be hardware specific of the person who posted! One more thing i notice, i got low fps, yes low fps on core I5 4670 @3.8Ghz, dont know why but fps only drop in certain areas. Today i was playing mario party 9 with my brothers, usualy i play with dx11 on 4.0.2 but i decided to test with dx9, and i got this: ![]() ![]() Every time i press enter or try to close, anothet error window shows up and when i tried to close the emulator it crashed. I played almost a entire map before i got this error.
OS: Windows 7 Ultimate, 64-Bits
CPU: Intel Core I5-4670 @ 3.4 Ghz GPU: SAPPHIRE AMD HD 7770 GHz Edition OC 1GB GDDR5 VAPOR-X RAM: Kingston 4GB DDR3-1333 DOLPHIN: 4.0.2 x64 04-23-2014, 09:34 AM
nice one Hyorus that is a bug, that will produce a file with the problematic shader, can yuo post those files? they should be at Documents\Dolphin Emulator\Dump
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, but i suspect is a fill rate problem caused by a large transparent texture. so if you reduce the size of the image with any image editor to 50% or 25 % it will fix the problem, or just use the simple solution an elimitate the problematic texture

![[Image: g7n7g6cj.png]](http://s7.directupload.net/images/140423/temp/g7n7g6cj.png)
![[Image: 4xsepof9.png]](http://s14.directupload.net/images/140423/temp/4xsepof9.png)