• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 2 3 4 5 ... 117 Next »

[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
View New Posts | View Today's Posts

Pages (806): « Previous 1 ... 368 369 370 371 372 ... 806 Next »
Jump to page 
Thread Rating:
  • 33 Vote(s) - 4.55 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
01-16-2016, 07:24 PM (This post was last modified: 01-16-2016, 07:25 PM by Tino.)
#3,691
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
@joostinOnline: dds loading is faster
Find
Reply
01-16-2016, 08:39 PM
#3,692
JoostinOnline Offline
Junior Member
**
Posts: 25
Threads: 0
Joined: Jan 2016
(01-16-2016, 07:24 PM)Tino Wrote: @joostinOnline: dds loading is faster

But does the game run faster if I cache the compressed or the decompressed dds textures? You said that this build caches the compressed ones, while master caches the decompressed ones. Memory is not an issue, so I just want to go with whatever will give even a minor speed boost.

Any comment on the per-game graphics settings as well?
Find
Reply
01-16-2016, 09:30 PM
#3,693
JLink100 Offline
Junior Member
**
Posts: 21
Threads: 4
Joined: Jun 2015
I have tested your latest version Tino (524) and for me it works very nice! Directx 11 and OpenGL works as usual. Directx 12 for me has a great improvement but if the emulator loses full speed (and with that, FPS) for whatever reason, the screen starts to flicker in a weird way. I had no other problem with your Dolphin version, so besides that, it works tremendously great (thanks Tino, by the way XD).

(01-16-2016, 08:39 PM)JoostinOnline Wrote: Any comment on the per-game graphics settings as well?

I have found this: ( https://forums.dolphin-emu.org/Thread-unofficial-howto-using-gameini-settings-per-game?highlight=gameini+settings+per+game ) maybe it could help you but I didn't try it yet.
Find
Reply
01-16-2016, 10:48 PM
#3,694
rlaugh0095 Offline
God of Conquest
****
Posts: 519
Threads: 28
Joined: Oct 2013
(11-04-2015, 11:17 PM)Tino Wrote: 1. dx11 has some limitations in the amount of attributes you can send to a domain shader, xenoblade is using more that the reazon for the compilation fail, but is a safe error because the game will continue to work normally, tessellation will not be applied to the specific material that uses to many attributes. Will disable the warning in the next version.
2. no idea will try to test them
3. that is spected, phong smoothing uses the model normals to calculate how to rownd the shapes, the problem is that some model has incorrect/divergent normals causing bloated model. that is the main reason of the existence of the slider, will try to implove scaling to reduce bloated objects but I will always depend on the game data itself.
4. that is the main issue with tessellation, those lines are the  original triangle edges, in the place you see the lines the tessellation parameters are normalized to patch a bigger error. Due to problems with rounding sometimes the edges displace a little different  in different triangles causing cracks in the geometry, while i find a better fix i patched the code to smooth the edges avoiding cracks.

Hey Tino, did you ever find out if directx 12 supports a higher limitation for the attributes?
Find
Reply
01-17-2016, 01:19 AM
#3,695
konsuper Offline
Junior Member
**
Posts: 7
Threads: 1
Joined: Mar 2015
Hello Developer I found a graphical glitch in resident evil 3 by using Ishiiruka.510(aa37794).x64

Using DX11/ForceFiltering = True

[Image: attachment.php?aid=13306]
[Image: attachment.php?aid=13307]
[Image: attachment.php?aid=13308]
[Image: attachment.php?aid=13309]

It looks like parts of Wrench are Disappear

Hope you fix

thanks
Find
Reply
01-17-2016, 01:08 PM
#3,696
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
(01-16-2016, 10:48 PM)rlaugh0095 Wrote: Hey Tino, did you ever find out if directx 12 supports a higher limitation for the attributes?

Already fixed that limitación even on dx11 so no need for more attributes
Find
Reply
01-17-2016, 01:15 PM
#3,697
rlaugh0095 Offline
God of Conquest
****
Posts: 519
Threads: 28
Joined: Oct 2013
(01-17-2016, 01:08 PM)Tino Wrote: Already fixed that limitación even on dx11 so no need for more attributes

Wooo nice. :3 Your a genius man!(
Find
Reply
01-17-2016, 06:32 PM
#3,698
contradude
Unregistered
 
(01-16-2016, 06:18 AM)phly95 Wrote: Just tried Direct3d 12. It's good except there are tons of pixel glitches when antialiasing is enabled on my AMD HD 7850. This is on Metroid Prime.

I am also having the same issue while playing Super Mario Galaxy 1 on my R9 290. looks like a radeon issue for some reason. performance on DX12 is incredible on my graphics card, thank you so much.
Reply
01-17-2016, 06:52 PM
#3,699
konsuper Offline
Junior Member
**
Posts: 7
Threads: 1
Joined: Mar 2015
Biohazard(Resident evil) graphical glitch

       

normal

   
Find
Reply
01-17-2016, 08:47 PM
#3,700
dephined Offline
Senior Member
****
Posts: 330
Threads: 12
Joined: Sep 2010
I confirm that version 524 crashes istantly after loading a game (Core duo e8600 - Nvidia gtx950 - Windows 10 64bit)
Find
Reply
« Next Oldest | Next Newest »
Pages (806): « Previous 1 ... 368 369 370 371 372 ... 806 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode