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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
01-31-2016, 06:28 AM (This post was last modified: 01-31-2016, 11:40 AM by kirbypuff.)
#3,791
kirbypuff Offline
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(01-31-2016, 03:36 AM)Tino Wrote: Updated the latest folder with a new version (v539), mostly fixes and optimizations. Testing is welcome.

- Bug: NSMB (w1-1) - Black screen / freeze
- Ishiiruka still uses separate config files for each backend (the unified GFX.ini is not used, it replaces gfx_software.ini instead)
- PR #3454 still not merged (provides a decent speedup in FMVs without any regressions)
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01-31-2016, 06:35 AM
#3,792
DarthVitrial Offline
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Having an issue with the DirectX 12 backend...I've manually set it to both my Nvidia 880m GPU and my integrated Intel GPU to see if it was an optimus issue, but no difference.

[Image: yLlkqP6.png?2]
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01-31-2016, 07:18 AM
#3,793
Tino Offline
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(01-31-2016, 06:35 AM)DarthVitrial Wrote: Having an issue with the DirectX 12 backend...I've manually set it to both my Nvidia 880m GPU and my integrated Intel GPU to see if it was an optimus issue, but no difference.

[Image: yLlkqP6.png?2]

it also happends on dx11? can you send the dumped shader?
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01-31-2016, 07:34 AM
#3,794
DarthVitrial Offline
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I messaged you with the info.
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01-31-2016, 08:08 AM (This post was last modified: 01-31-2016, 08:09 AM by Tino.)
#3,795
Tino Offline
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updated with a new version please test if the issues reported are fixed.
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01-31-2016, 08:19 AM
#3,796
Kamikaze_Ice Offline
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Today was the first time I was actually going to "play" Xenoblade since Tino fixed SSAA (build 532).
Took me a week of tinkering off and on, comparing screenshots, and flipping coins (read: compromizing SSAO & SSGI quality while maintaining 30fps with 2xSGSSAA enhancing Dolphin's 2xMSAA)

I get this crash ONLY when I'm in full screen and ONLY when pressing tab (toggle to remove frame limit).
It does not happen in windowed mode. And forcing SGSSAA is not related (happens without my Nvidia Inspector settings)

http://i.imgur.com/N5rbOBg.jpg - Both 532 and 539 get this
http://i.imgur.com/lRbmBGl.png - This one only happens on 539, and pops up before the message in the previous screenshot.

You can't see it in the screenshots, but both have the game runningcrashed in the FOREGROUND (as in I can't see desktop, taskbar or the main emulator window or error messages). It even stays above my task manager, which also has "always on top" checked.
Also, when I got my crashes, the frame shown was the first frame drawn after entering full screen mode. I don't know why that frame was held/drawn for the crash, I played ~10+ minutes from that spot (read: loaded a different save and went to a different town, so I wonder if this is related to the crashes).


*extra info + ranting (safe to ignore Tongue)
The first time this happened I didn't know there were crash handler popups (I couldn't see anything but the crashed game), but I managed to hit print screen whole rolling my face on the keyboard which also closed dialog boxes. I failed at hitting print screen (I was going to copy my GPU's current OC/fan settings), and pasting in GIMP got me a picture with screenshots of the crash dialog boxes.

I really hate Windows stacking order, this kind of crap is such a headache when something crashes and the window you have to click on to "close" the crashed application refuses to draw above it so you can actually click on the stupid thing (or when crashed programs are still above the "always on top" enabled Windows Task Manager.
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01-31-2016, 08:32 AM (This post was last modified: 01-31-2016, 08:46 AM by Kamikaze_Ice. Edit Reason: Added my chosen workaround solution, for others with the same problem. )
#3,797
Kamikaze_Ice Offline
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I was to busy writing my last post to notice Tino had ANOTHER version out. My you're fast.

Anyways, same problem (disable framelimit via tab, in full screen @DX11 = crashes for me)

Error message this time is:
DX11::CSTextureEncoder::Encode failed in CSTextureEncoder.cpp at line 1015: map staging buffer (0x887a0005)

I cannot trigger the dialog box like I could in my previous post, so if there are more errors in queue to pop-up I can't close the first one to get to the rest.


*Edit*
Currently using Borderless Fullscreen via https://github.com/Codeusa/Borderless-Gaming as a work around.
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01-31-2016, 11:28 AM (This post was last modified: 02-01-2016, 05:04 AM by kirbypuff.)
#3,798
kirbypuff Offline
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(01-31-2016, 08:08 AM)Tino Wrote: Updated the folder with a new version (v540). Please test if the issues reported are fixed.

- NSMB Bug:
Certain models or parts of the screen are not rendered at all (empty areas, black patches) or rendered as wireframes (no textures), object pop-in during scrolling.

- Slowdown issue: Window stretching in Ishiiruka is a bit more demanding than in official (master/dev) builds.
When running Ishiiruka (D3D11 backend) at the maximum IR your GPU is capable of without noticeably affectng performance, if you switch from 640x480 windowed to borderless FS at 1920x1080 (or just resize the window to fill 3/4 of the screen), the framerate drops by up to 10%.
Master builds don't have this problem. Resizing the window or switching to full screen is free (<= 1% performance drop).

A few examples:

dkcr title (Ishiiruka)
----------------------
102->97 @ 6xIR <-- 5% performance drop at the optimal IR for this GPU
75->72 @ 7xIR

dkcr title (Master)
--------------------
102->102 @ 6xIR <-- no performance drop at the optimal IR for ths GPU
78->75 @ 7xIR <-- the overhead at 7xIR is the same, but master is faster (that's the other slowdown issue I mentioned in a previous post)

nsmb w1-1 (Ishiiruka)
------------------------
66->64 @ 6xIR
49->47 @ 7xIR

nsmb w1-1 (Master)
----------------------
67->66 @ 6xIR <-- not only a bit faster, but resizing to fullscreen also has less overhead
50->49 @ 7xIR <-- same story at 7xIR


* GFX config issue - FIXED
* NSMB black screen issue - FIXED
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01-31-2016, 02:07 PM
#3,799
The Hero of Time Offline
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In Skyward Sword, when Link gets his green tunic, his neck disappears on DX11 and the game freezes when he tries to leave the room.
In the other backends, his neck appears solid black but he can leave the room without it freezing.

Tested on v540. Confirmed that it doesn't happen on master.
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01-31-2016, 02:50 PM
#3,800
DarthVitrial Offline
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The issue I reported seems to be fixed in the latest build, thanks!
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