• 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 ... 379 380 381 382 383 ... 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
01-31-2016, 03:06 PM (This post was last modified: 01-31-2016, 03:06 PM by rlaugh0095.)
#3,801
rlaugh0095 Offline
God of Conquest
****
Posts: 519
Threads: 28
Joined: Oct 2013
I got a failed to compile hull shader crash in skyward sword when entering the cave in skyloft on build 540
Find
Reply
01-31-2016, 04:03 PM
#3,802
Kamikaze_Ice Offline
Member
***
Posts: 117
Threads: 2
Joined: Jan 2016
I'd also like to report that the last two builds (539 & 540) are also giving me graphical artifacts.

At first it only happened on a few specific pieces of equipment, and and when it did it was a typical graphical stretching of miscalculated vertices coordinates (i.e. part of the model would shoot out across the screen). This was only happening on initial scene loading (enter equipment menu, flashes once, never again. leave menu, flashes once, never again until a new loading screen or I enter a menu again). I didn't think it was a "bug" worth reporting at first, I had this crap in many other games (Tales of Zestiria on PC being the most recent).

However now I'm also getting missing geometry, so it's not something that could be caused by my temperatures (my room gets HOT, and AC refuses to work because it's too cold outside. I hate cheap window AC units...)
Screenshots of what I'm seeing...
http://i.imgur.com/UyVJj5M.jpg - Build 532. No graphic artifacts at all, no problems with custom textures from the Xenoblade texture pack, and Dunban has his legs!
http://i.imgur.com/12zWDkF.jpg - Builds 539 & 540. Dunban is missing his calfses and feetsies. Also, some geometry goes nuts for a few frames when initially drawn.
http://i.imgur.com/kPH7IPu.jpg - Builds 539 & 540. This is what I mean by geometry goes nuts. It only lasts for a frame or two then it's fine until a scene needs to be redrawn (menu or loading screen transition).
Find
Reply
01-31-2016, 08:17 PM
#3,803
Rickv123 Offline
Member
***
Posts: 117
Threads: 1
Joined: Jul 2015
(01-31-2016, 04:03 PM)Kamikaze_Ice Wrote: I'd also like to report that the last two builds (539 & 540) are also giving me graphical artifacts.

At first it only happened on a few specific pieces of equipment, and and when it did it was a typical graphical stretching of miscalculated vertices  coordinates (i.e. part of the model would shoot out across the screen). This was only happening on initial scene loading (enter equipment menu, flashes once, never again. leave menu, flashes once, never again until a new loading screen or I enter a menu again). I didn't think it was a "bug" worth reporting at first, I had this crap in many other games (Tales of Zestiria on PC being the most recent).

However now I'm also getting missing geometry, so it's not something that could be caused by my temperatures (my room gets HOT, and AC refuses to work because it's too cold outside. I hate cheap window AC units...)
Screenshots of what I'm seeing...
http://i.imgur.com/UyVJj5M.jpg - Build 532. No graphic artifacts at all, no problems with custom textures from the Xenoblade texture pack, and Dunban has his legs!
http://i.imgur.com/12zWDkF.jpg - Builds 539 & 540. Dunban is missing his calfses and feetsies. Also, some geometry goes nuts for a few frames when initially drawn.
http://i.imgur.com/kPH7IPu.jpg - Builds 539 & 540. This is what I mean by geometry goes nuts. It only lasts for a frame or two then it's fine until a scene needs to be redrawn (menu or loading screen transition).

Thank god that this happens to the original game too. I thought my custom models were completely glitched out somehow. However I think that this a dolphin master issue is rather than an Ishiiruka specific one. I'll check if the original dolphin master has the same problem in a bit.
Find
Reply
01-31-2016, 09:39 PM
#3,804
slarlac249 Offline
Senior Member
****
Posts: 496
Threads: 5
Joined: Jul 2013
rebel strike is broken in 540.

d3d11 - lots of graphical artifacts / glitches
d3d12 - crashs dolphin on level start
Find
Reply
01-31-2016, 11:36 PM
#3,805
Rickv123 Offline
Member
***
Posts: 117
Threads: 1
Joined: Jul 2015
Guess I was wrong about what I said earlier. Seems that the issue reported by Kamikaze_Ice is indeed caused by Ishiiruka since the game behaves normal on the latest dolphin master

[Image: 867b5c9522.png]
Find
Reply
02-01-2016, 01:29 AM
#3,806
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
updated again please test if the reported issues are fixed.
@slarlac249: i cannot reproduce the crash issue in dx12 if you can give more info it will really help.
Find
Reply
02-01-2016, 01:55 AM (This post was last modified: 02-01-2016, 04:57 AM by kirbypuff.)
#3,807
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
There's another issue (difference from master/dev builds) I forgot to mention in the previous post:

In windowed mode, if you display a 16:9 image in a 640x480 window (D3D11 backend), the OSD FPS meter in master builds is displayed outside of the graphics area (where the black borders are) , so it's very easy to read.
In Ishiiruka, the FPS meter is displayed inside the graphics area (very hard to read).
Find
Reply
02-01-2016, 01:56 AM
#3,808
Rickv123 Offline
Member
***
Posts: 117
Threads: 1
Joined: Jul 2015
Xenoblade Chronicles is fixed (dunbans feet aswell as the weired glitch with deformed geometry)  Big Grin
Find
Reply
02-01-2016, 04:05 AM
#3,809
DarthVitrial Offline
Member
***
Posts: 80
Threads: 1
Joined: Jul 2014
Super Mario Sunshine is crashing in Ishiiruka, not in master.

Crash log: http://pastebin.com/bFmsF8G3

DX12 backend, DX11 works.
Find
Reply
02-01-2016, 04:11 AM (This post was last modified: 02-01-2016, 04:20 AM by Tino.)
#3,810
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
@DarthVitrial: have you tested master dx12 branch? what texture pack are you using?
Find
Reply
« Next Oldest | Next Newest »
Pages (806): « Previous 1 ... 379 380 381 382 383 ... 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