Here is a video of my performance in Resident Evil 4. Im running it at 6x native res, 2xSSAA, async on, 5xBRZ, etc.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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12-29-2015, 04:07 PM
Geforce GT 730 1GB latest driver
Config: # GSWD64, GSWE64, GSWF64, GSWI64, GSWJ64, GSWP64, GSWS64 - Star Wars: Rogue Leader [Core] # Values set here will override the main Dolphin settings. MMU = 1 TLBHack = True # SkipIdle = False FrameLimit = 0x0000000d SyncOnSkipIdle = False ProgressiveScan = True [EmuState] # The Emulation State. 1 is worst, 5 is best, 0 is not set. EmulationIssues = Needs LLE audio for proper sound. EmulationStateId = 4 [OnLoad] # Add memory patches to be loaded once on boot here. [OnFrame] # Add memory patches to be applied every frame here. [ActionReplay] # Add action replay cheats here. [Video] [Video_Settings] UseXFB = True UseRealXFB = False [Video_Hacks] EFBEmulateFormatChanges = True [DSP] DSPThread = True SW HLE Hack enabled. OpenGL with FXAA = missing objects on the Hoth cuscene. Fullscreen and Stretch to Window I think any prefetch or cache texture settings cause the crashes. Same problems on DX12. Gonna recheck for specifics. Maybe this build is only stable with IshiirukaFX enabled? I haven't even played with anything advanced yet. 12-29-2015, 04:42 PM
Will you ever consider making a build for Android with the Ishiiruka improvements?
I am already tired of the shader stuttering causing so many annoying,match ruining pauses on Brawl.
Shield TV Pro (stock/non-rooted OTA 6.3)
Acer Aspire E 15 E5-575G-59EE CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕ 12-30-2015, 12:33 AM
(This post was last modified: 12-30-2015, 12:35 AM by Grimreaper.)
If I was to make a normal map could someone test it out and hand me a screenshot (twilight princess GC)?
12-30-2015, 12:39 AM
@retroben: you will not get less stutering from ishiiruka in android, async shaders in ogl is only implementable for some vendors at this point and i don't know if is even supported on mobile devices.
12-30-2015, 01:19 AM
@ixlyzelion: i didn't forguet about you, I cannot reproduce your issue, can you try dx12 and see if that improves your speed? can anyone with the same hardware test dx9 to see if is a driver issue?
12-30-2015, 01:48 AM
(This post was last modified: 12-30-2015, 02:02 AM by Grimreaper.)
(12-30-2015, 12:37 AM)Tino Wrote: @Grimreaper: no problem I went simple so you do not have to figure out what it is hylian shield albeit not sure at what intensity I should have set the normal map so it may be really bad and the hylian shield already doesn't have much detail as is lol but here is the link https://drive.google.com/open?id=0B87TH-...TI0ai1Sek0 It has the new texture map (slightly crisp version) and a norm map written with .nrm at the end it may need to be converted to another format (tga) not sure. 12-30-2015, 06:26 AM
Hey Tino, is there a way to tell which games will be 'compatible' with the custom material maps feature?
I've been trying to get bump-mapping to work in Mario Kart Double Dash but nothing is happening Is it one of those games that doesn't use the required lighting technique to utilize the bump-mapping/specular lighting feature? If so, how can we determine this with other games without having to go through the texture-making process? Also, is it possible for you to implement support for games like Wind Waker and other games that use a different kind of lighting.
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12-30-2015, 06:42 AM
(12-30-2015, 06:26 AM)Roynerer Wrote: Hey Tino, is there a way to tell which games will be 'compatible' with the custom material maps feature? I think we should all help document which one works and not, rlaugh0095 had a great list which is now on GitHub the wiki, so maybe we could add to that. |
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