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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
05-19-2014, 05:24 AM
#331
narcku Offline
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Lol sorry to hear that then.
I guess thanks to that topics that involve those things get a lot of negativity.
I just feel bad for some people who are genuinely asking instead of complaining get an unfriendly response.
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05-19-2014, 07:02 AM
#332
Tino Offline
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woow I go out for a week and the hell break lose.
there is no point in all the discussion, people will always prefer master, is a simple matter of support, many people will always do better job than just one.
but is always good to have forks, because there is where some of the best ideas are produced, if everyone do things in the same way improvements will never be achieved.
my fork don't take people out of master, it just complements it, adding support for older hardware and adding playability for rigs that can't handle master.
about the issues reported for the latest version, when i have time i will look at them I'm just overflowed by work, and have a lot of code that i did not commit jet that i want to fix.
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05-19-2014, 07:06 AM (This post was last modified: 05-19-2014, 07:13 AM by StripTheSoul.)
#333
StripTheSoul Offline
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(05-19-2014, 05:09 AM)delroth Wrote:
Quote:It's not a matter of whether you're correct/not(though I'm sure you are), it's you guys' attitude that's seemingly... offensive(dunno the right word for this, but the response certainly didn't seem friendly).

Quote:I was merely saying that some of the responses the devs gave when it came to these topics came off as unfriendly.

You know what's offensive and unfriendly? Someone who has no idea about the technical challenges involved in emulation posting crap on the forums saying that developers are not doing their jobs properly and should be doing it in another way. You'll notice that this happened for both D3D9 removal and the synchronous audio changes.

Maybe, just maybe, if people who have never written a single line of code in their life stopped assuming they know better than the people who spent months (years?) improving Dolphin, things would go differently.

Indeed, that's offensive and shitty. However, I think there's two very different things: asking e.g. if there could be something like a recent build with the old audio system because their PC can't handle the new one in an enjoyable manner, then that's just a question that doesn't at all disrespect the work that has been done on the new audio system, and if it's impossible or even just inconvenient, one may still just say "no".
The other thing, of course, is just the old ignorant "Dolphin slow, sucks, make better product!" Tongue

@JMC47: You're making a good case there. I understand it can be bad for the progress of an emulator if there's too much 'user defragmentation'. But I think because most people seem to have a better PC (I'm amazed at what monsters of machines many users have O_O ) they're fine with master builds. Also there's two 'chances' in this: 1. an incentive to not totally forget the user and the performance they need to enjoy Dolphin. 2. People might be able to learn from one another. I don't really know if this was copied from Tino's work, but from what I understood, costum texture support was broken in D3D for quite some time. Until recently, after Tino fixed it in his DX9-build. Also, I'm sure he'll just as well look into stuff that's being figured out for the D3D abnd OGL backends these days.
Now, what you're saying about issue reports for OGL and DX11 (maybe not so much the latter because of the name) from users actually using Tino's builds could indeed be a problem. Maybe it'd be better if Tino took the other two backends out of his builds. Why should they be in there, anyway?

All things said, I'm still glad the DX9 builds are here and I still think it's better to have users have fun with them than not use Dolphin at all because it's not enjoyable on their machines.

EDIT:

@Tino: Hehe, I was just thinking and writing the same thing about sharing ideas ^^

@JMC47: Oh, and about that graphical issue in XG3 Extreme Racing with OGL: Sorry, I never really used OGL (just short tests to compare performance) and have no picture of how accurate it was. I assumed that issue was already known. Is it not?
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05-19-2014, 07:11 AM
#334
neobrain Offline
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(05-19-2014, 07:06 AM)StripTheSoul Wrote: 2. People might be able to learn from one another. I don't really know if this was copied from Tino's work, but from what I understood, costum texture support was broken in D3D for quite some time. Until recently, after Tino fixed it in his DX9-build.
The fixes were unrelated. As far as I'm aware no changes from the fork have been cherry-picked to master so far.
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05-22-2014, 09:06 AM
#335
Tino Offline
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new version updated in the main post: ported neobrain tev fixes from master.
what to test is well explained here:
https://es.dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/
and
https://es.dolphin-emu.org/blog/2014/04/30/dolphin-progress-report-april-2014/
all the feedback is welcome.
StripTheSoul: all inestability showld be fixed now.
Linear: you should test silent hill if it works like it works on my machine you will like this commit a lot.
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05-22-2014, 10:22 AM
#336
JMC47 Offline
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The F-Zero GX droplets don't seem to be working (wasn't expecting it too; it's still broken on D3D11 as well), NES games are showing a bit more graphics though.

One thing I noticed, and this could just be because I haven't used D3D9 in a while, is that there was a LOT of stuttering in F-Zero GX, which caused a lot of resets that I don't get with OpenGL and D3D11 in master. Wind Waker's pink water seems fine though, which is a plus.
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05-22-2014, 12:17 PM
#337
Tino Offline
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jup there is something bad in fzero gx i need to merge master core soon to fix that
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05-23-2014, 04:53 AM
#338
StripTheSoul Offline
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Nice, the random crashes seem to be gone (though I'll have to play a bit longer to be sure) Smile

A few regressions, though:

1. I found two graphical glitches in SMG pretty quickly (I guess there'll be more): [Image: bglpvme9.png]
[Image: gnnaoqts.png]
(the second one is rather obvious, in the first one that Luma shouldn't be blue, but like this: http://www.mariowiki.com/images/d/d1/SMG-CometObservatory2.png)

2. Have you made more changes to costum texture loading? Because with the recent version it's slower than before. Before, I've played mostly with Ishiiruka.406a44b.x64, a very nice, fast and stable version and costum textures worked perfectly as well.
With the new version it works fine as well, but sometimes it takes my performance down a few FPS. Like even on this simple screen: [Image: sr2va77g.png]

[3. It might just be a feeling but it seems like the shader cache stutters (maybe one of Dolphin's biggest issues anyway; isn't there anything that could be done about that?) have become a little stronger, almost like little freezes. That might just be a feeling, though, because new versions need to build up the whole shader cache anew, right? On the second play it's practically gone, so I guess it's nothing.]
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05-23-2014, 05:30 AM (This post was last modified: 05-23-2014, 06:16 AM by Tino.)
#339
Tino Offline
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speed lost is posible because the improvements in acuracy take a little of gpu power, will try to optimize them.
thanks for the reports will take a look at them.
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05-23-2014, 07:35 AM
#340
dephined Offline
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I use a Nvidia gtx 650ti (Intel E8400, Windows XP) and wanted to report that after this tev fixes merge in Luigi's Mansion at the very beginning of the game even at 4xIR I don't see any speed reduction in both Dx9 (51 fps) and OpenGL (47 fps) Smile
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