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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
12-24-2015, 09:13 AM
#3,521
CowlScatman Offline
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Tino i said this before but SSAO/SSGI now breaks when enabling FXAA. It started when fxaa was given its own tab in ishiirukaFX as far as i know.
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12-24-2015, 09:22 AM
#3,522
ixlyzelion
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(12-24-2015, 04:21 AM)Tino Wrote: @ixlyzelion: can you post your config file ,because i don't see those issues on my side, also dx11 should have less stutering because the number of shaders generated are less.

Sure, but which file is it that you want me to post? There doesn't seem to be an obvious config file in my Dolphin folder, unless you just wanted screenshots of the settings I have in the in-emulator configuration?

Also, I think the stuttering in Direct3D11 might just be due to it requiring higher PC performance and my laptop not being able to handle it 100% adequately. It still runs at 60FPS for the most part, but I experience more stuttering nonetheless; like you said, this shouldn't be the case, so I assume it's just a performance issue on my end.
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12-24-2015, 09:50 AM
#3,523
Tino Offline
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@ixlyzelion: just the files in your config folder so i can test your exact config.
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12-24-2015, 09:53 AM
#3,524
Tino Offline
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@CowlScatman: have you tested the lates version i remember that i fixed that exact issue on 499.
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12-24-2015, 09:56 AM (This post was last modified: 12-24-2015, 09:57 AM by theelf.)
#3,525
theelf Offline
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Greetings, im need some help.  Im compiling latest Ishiiruka on VS2013, and everything compiles well, exept DX11 plugin

Code:
Error 1 error C2797: 'DX11::D3D::WrapDeviceContext::Cache::blendFactor_': list initialization inside member initializer list or non-static data member initializer is not implemented d:\ishiiruka\source\core\videobackends\dx11\D3DWrapDeviceContext.h 39 1 DX11


The problem is this line

Code:
std::array<FLOAT, 4>      blendFactor_{ std::array<FLOAT, 4>{ 1, 1, 1, 1} }; // VS2013 miss non static aggregate member c++11


Any ideas? thanks a lot
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12-24-2015, 10:09 AM
#3,526
Tino Offline
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Move the initialization of that vector to the constructor of the class and you are ready.
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12-24-2015, 10:35 AM
#3,527
ixlyzelion
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(12-24-2015, 09:50 AM)Tino Wrote: @ixlyzelion: just the files in your config folder so i can test your exact config.

Ahh, for some reason I was having an issue finding any Config folder because the location of the emulator itself and all of its associated files are split into two different paths... Anyway, here it is.


Attached Files
.7z   Config.7z (Size: 3.56 KB / Downloads: 57)
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12-24-2015, 11:05 AM
#3,528
theelf Offline
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(12-24-2015, 10:09 AM)Tino Wrote: Move the initialization of that vector to the constructor of the class and you are ready.

Thanks, DX11 compile great now. I check the error C2797, and is a VS2013 change, i did not know about this
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12-24-2015, 02:34 PM
#3,529
ZeldaGamer23 Offline
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Twilight Princess doesn't have full support. The water doesn't inherit the lighting in the game. There are also 2D textures, mainly particle effects, that do not capture lighting as well.
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12-24-2015, 04:23 PM
#3,530
rlaugh0095 Offline
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(12-24-2015, 02:34 PM)ZeldaGamer23 Wrote: Twilight Princess doesn't have full support. The water doesn't inherit the lighting in the game. There are also 2D textures, mainly particle effects, that do not capture lighting as well.

Lol my deffinition of full suport is if the majority of the textures in the game are lit. No game would really be fully supported, but compared to most other games out there, twilight princess is the fullest you can get.
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