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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
12-29-2015, 01:42 PM
#3,571
rlaugh0095 Offline
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Here is a video of my performance in Resident Evil 4. Im running it at 6x native res, 2xSSAA, async on, 5xBRZ, etc.

https://www.youtube.com/watch?v=QpLpTQbCtSc&feature=youtu.be
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12-29-2015, 04:07 PM
#3,572
nbohr1more Offline
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Posts: 56
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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.
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12-29-2015, 04:42 PM
#3,573
retroben Offline
N64 Code Hunter
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Posts: 328
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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.
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12-30-2015, 12:33 AM (This post was last modified: 12-30-2015, 12:35 AM by Grimreaper.)
#3,574
Grimreaper Offline
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If I was to make a normal map could someone test it out and hand me a screenshot (twilight princess GC)?
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12-30-2015, 12:37 AM
#3,575
Tino Offline
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@Grimreaper: no problem
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12-30-2015, 12:39 AM
#3,576
Tino Offline
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@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.
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12-30-2015, 01:19 AM
#3,577
Tino Offline
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@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?
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12-30-2015, 01:48 AM (This post was last modified: 12-30-2015, 02:02 AM by Grimreaper.)
#3,578
Grimreaper Offline
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(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-yTr_96VmR4WTI0ai1Sek0

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.
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12-30-2015, 06:26 AM
#3,579
Roynerer Offline
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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 Sad

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
#3,580
intra Offline
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(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've been trying to get bump-mapping to work in Mario Kart Double Dash but nothing is happening Sad

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.

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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