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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
02-14-2016, 07:27 AM (This post was last modified: 02-14-2016, 07:28 AM by Tino.)
#3,901
Tino Offline
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Im not adding new things until some of the issues reported that are ishiiruka only are fixed. After that i have a long list of requests that i would really like to implement Wink
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02-14-2016, 07:30 AM
#3,902
rlaugh0095 Offline
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(02-14-2016, 07:27 AM)Tino Wrote: Im not adding new things until some of the issues reported that are ishiiruka only are fixed. After that i have a long list of requests that i would really like to implement Wink

That's understandable. Oh my, that wink....what do you have in store for us, oh great Innovator of Emulation. Wink
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02-14-2016, 07:40 AM (This post was last modified: 02-14-2016, 07:42 AM by Tino.)
#3,903
Tino Offline
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As always just be patient, i have a lot to do, issues, dx12 post processing, improvements to tesselation, better material maps, access to game data from post proccessing shaders, port some popular shaders to ishiiruka..... a lot and to little time to do it so just wait.
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02-14-2016, 07:52 AM
#3,904
rlaugh0095 Offline
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(02-14-2016, 07:40 AM)Tino Wrote: As always just be patient, i have a lot to do, issues, dx12 post processing, improvements to tesselation, better material maps, access to game data from post proccessing shaders, port some popular shaders to ishiiruka..... a lot and to little time to do it so just wait.

Patients is my middle name. Take your time. Smile
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02-14-2016, 09:08 AM (This post was last modified: 02-14-2016, 09:08 AM by Ramoth.)
#3,905
Ramoth Offline
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(02-14-2016, 07:40 AM)Tino Wrote: As always just be patient, i have a lot to do, issues, dx12 post processing, improvements to tesselation, better material maps, access to game data from post proccessing shaders, port some popular shaders to ishiiruka..... a lot and to little time to do it so just wait.

'''Access to game dats from post-processing shaders''' what will that do?
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02-14-2016, 10:08 AM
#3,906
Radu91 Offline
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(02-03-2016, 07:00 AM)Radu91 Wrote: https://www.youtube.com/watch?v=dUOIgQty3GU

By enabling "Store EFB copies to Texture Only" in DBZ Budokai Tenkaichi 3 I get flicker, recently I discovered a temporary fix that is shown in the video.Can this be fixed by you or by the official devs?

Store EFB copies to Texture Only, helps to get 100% speed at higher resolutions for me and is smoothing the outline a bit.

Hello, maybe you can look at this video.
I did more testing:
For example, dolphin-master-4.0-8711-x64; dolphin-master-4.0-8905-x64 have no flicker with Store EFB copies to Texture Only=On.
I tested some of your builds and I get flicker with Store EFB copies to Texture Only=On , on all backends(except software, lol)
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02-16-2016, 12:50 AM
#3,907
DarthVitrial Offline
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Any chance you could merge PR3142 into this?
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02-16-2016, 02:20 PM
#3,908
jonaand2 Offline
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option "render custom texture in gpu" is perfect, super mario galaxy run perfect in 60fps with texture hd
i7 4790k, gtx 1080, 32gb ram, Windows 10 64bit
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02-16-2016, 07:55 PM
#3,909
nate2000 Offline
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(02-16-2016, 02:20 PM)jonaand2 Wrote: option "render custom texture in gpu" is perfect, super mario galaxy run perfect in 60fps with texture hd


I don't see this option, where is it?
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02-17-2016, 01:09 AM
#3,910
Tino Offline
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the option is Cache textures in GPU if you have 4 gb or more gpu ram that option caches textures directly on gpu memory is the fastest you can get but eats all your gpu memory
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