• 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 ... 385 386 387 388 389 ... 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
02-09-2016, 07:05 AM
#3,861
MasterE Offline
Junior Member
**
Posts: 21
Threads: 2
Joined: Feb 2016
(02-09-2016, 05:35 AM)walfo1 Wrote: I've found that DirectX 12 doesn't play nicely with Nvidia's ShadowPlay share feature, which causes dolphin to crash on booting a game. However, DX11 isn't affected  by this. A solution is to click the drop-down button next to share and disable it for dolphin.

Thank you so much. I disabled shadowplay and directx 12 started working. I got an immediate performance boost from using 12. Now I just need the controller input timing corrections from the January master to be implemented in the Ishiiruka build and I can officially move my wii out of my entertainment center Smile.
MY SPECIFICATIONS:
Razer Blade (2014)
CPU 2.2-GHz Intel Core i7-4702HQ
Operating System Windows 10
Hard Drive Size 256GB SSD
Graphics Card Nvidia GeForce GTX 870M/Intel HD Graphics 4600
RAM 8GB
Video Memory 3GB
Usually using the current stable build or Ishiiruka if I need something specific.
Find
Reply
02-09-2016, 07:29 AM
#3,862
MasterE Offline
Junior Member
**
Posts: 21
Threads: 2
Joined: Feb 2016
quick question: Are the post processing effects not available for direct3d 12? The options seem to disappear when I select it. I was going to use the IshiirukaFX shader.
MY SPECIFICATIONS:
Razer Blade (2014)
CPU 2.2-GHz Intel Core i7-4702HQ
Operating System Windows 10
Hard Drive Size 256GB SSD
Graphics Card Nvidia GeForce GTX 870M/Intel HD Graphics 4600
RAM 8GB
Video Memory 3GB
Usually using the current stable build or Ishiiruka if I need something specific.
Find
Reply
02-09-2016, 07:40 AM
#3,863
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
Post proccesing is still not available under dx12
Find
Reply
02-09-2016, 09:50 AM (This post was last modified: 02-09-2016, 10:11 AM by Kamikaze_Ice. Edit Reason: Replied to a question already addressed. )
#3,864
Kamikaze_Ice Offline
Member
***
Posts: 117
Threads: 2
Joined: Jan 2016
(02-08-2016, 04:40 PM)YoshiFtJ Wrote: I am having an issue with Skyward Sword. The third temple (the mining ruins) has an issue when you trigger the time crystal on the cart that auto progresses and you need to follow it. Only the items around the cart are rendered, everything else is black.

I checked the Dolphin wiki and this seemed to be an issue which you needed to move the EFB from Textures to RAM, but that doesn't seem to be an option anymore.

Should probably lay down some specs. I am using this current build that was uploaded a few hours ago, Nvidia drivers are all up to date and I tried all of the backends available. Software Rendering does show the entire scene but it runs at less than a frame per second so...
It's there. You need to read the descriptions to find it though.
See attached image.

   


*Edit*
Note to self: Bottom of page does not equal End of thread. Oops.
This was answered by JosJuice (post #3,862)
Find
Reply
02-09-2016, 02:44 PM
#3,865
nbohr1more Offline
Member
***
Posts: 56
Threads: 4
Joined: Feb 2015
Yes! The "after blit" option for post-processing fixes FXAA on OpenGL for Rogue Squadron!

Also... how did the banding artifact in the bloom for Spiderman 2 get fixed?
Find
Reply
02-09-2016, 03:27 PM
#3,866
Ulexite Offline
Junior Member
**
Posts: 8
Threads: 1
Joined: Jun 2014
first topic bigger ishiiruka logo removed ... Undecided
Find
Reply
02-10-2016, 09:19 AM
#3,867
Kamikaze_Ice Offline
Member
***
Posts: 117
Threads: 2
Joined: Jan 2016
(02-09-2016, 03:27 PM)Ulexite Wrote: first topic bigger ishiiruka logo removed ... Undecided

Yey, it's back.
Find
Reply
02-10-2016, 12:05 PM (This post was last modified: 02-10-2016, 12:07 PM by domjam.)
#3,868
domjam Offline
Senior Member
****
Posts: 318
Threads: 18
Joined: Jan 2012
getting some god awfull framedrops and stuttery audio bringing my game to a crawl in resident evil 4 wii edition using ishiiruk 549 on all backends . seems to be a sertin part in the game..first chapter after being kidnaptd and then big open area with huts ..go through metal door and as soon as i pass the coridor area with all the enemys..thats were the fps gose to hell..wondering if anyone gets this aswell. im pritty sure its emulator related beause i tryd it on latest dev build of dolphin and it did not happen..but i got a dirty error message later down the line when i got to the chearch insted :S
OS: Windows 10 64bit
CPU Cooler: NZXT Kraken X52
CPU: i7 7700k 4.5ghz
MB: ASUS MAXIMUS IX FORMULA
GPU: GIGABYTE AUROS RTX 3080 Xtream
RAM: Gskill TridentZ RGB 16GB 3200mhz
HD1(OS): Samsung 840evo 250GB
Game drives
HD2: Samsung 860EVO 1TB
HD3: Samsung 860EVO 500GB
HD4: WDCB1TB
HD5: WDCB4TB
PSU: EVGA G2L 850watt
Find
Reply
02-10-2016, 07:50 PM
#3,869
slarlac249 Offline
Senior Member
****
Posts: 496
Threads: 5
Joined: Jul 2013
still getting major flickering in d3d12 when playing the endor at-st mission on rebel strike, if look at the ground the flickering stops, but looking up it starts flickering again.

if i click viewport correction while ingame it stops the flickering and i can play the whole mission, but upon restarting the game, flickering is back.

strange it only happens on this mission, the speeder bike one is fine and the rest are also fine.
Find
Reply
02-11-2016, 05:24 AM (This post was last modified: 02-11-2016, 06:18 AM by kirbypuff.)
#3,870
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
Hmmm..... v549 didn't improve the performance, not even a tiny bit.

(V)RAM usage was never a problem with Ishiiruka (after the cache tweaks). Even D3D11 overhead (CPU load) is not an issue.
What's slowing down Ishiiruka is the higher stress it puts on the GPU (compared to master).
GPU load percentages (measured with GPU-Z) are up to 8% higher with Ishiiruka.

A quick and easy way to test this:

dkcr title (D3D11, min. FPS)
-------------------------------
master 4.0-8828 @ 6x = 102 [100% GPU load]
master 4.0-8828 @ 5x = 107 [74% GPU load]

Ishiiruka v549 @ 6x = 97 [100% GPU load]
Ishiiruka v549 @ 5x = 107 [79% GPU load]

Ishiiruka v304 @ 6x = 101 [94% GPU load] <-- no slowdown
Ishiiruka v304 @ 5x = 101

Ishiiruka v310 @ 6x = 97 [100% GPU load] <-- slowdown issue started from this version
Ishiiruka v310 @ 5x = 101
Find
Reply
« Next Oldest | Next Newest »
Pages (806): « Previous 1 ... 385 386 387 388 389 ... 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