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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
02-25-2016, 01:13 AM (This post was last modified: 02-25-2016, 01:14 AM by timofonic.)
#4,051
timofonic Offline
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Is this fork going to be eventually merged into the man/vanilla/trunk branch?

What about a Linux port?

What about making a dolphin-next branch or whatever to put this kind of half-experimental addons? Big Grin
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02-25-2016, 11:43 AM
#4,052
Kamikaze_Ice Offline
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(02-25-2016, 01:13 AM)timofonic Wrote: Is this fork going to be eventually merged into the man/vanilla/trunk branch?

What about a Linux port?

What about making a dolphin-next branch or whatever to put this kind of half-experimental addons? Big Grin
My understanding is, and simply put, no.
Dolphin = focusing on current/new hardware AND accuracy
Ishiiruka = focusing on older hardware AND user usability.

They're not exclusive to eachother, but some things Ishiiruka does, like Ascync. shader caching is unwanted by the devs in the main branch because it's a hacky solution. They frown on these kinds of "solutions" or "work arounds" because they cause lots of problems or break other parts of the emulator which makes it a nighmare to add improvements without breaking something along the way.
Which will cause some developers to pull their hair out trying to find and fix what was broken. If it can even be done due to said hackish workaround.

Long story short, they don't want hackish "shortcuts" as a solution to a problem, because it's a headache to keep them working without breaking something (or preventing what needs to be fixed from happening because it would break said hackish shortcut).

This does NOT mean Ishiiruka is a hackjob or that nothing would ever get a pull request, because Tino has gotten requests to port some of his stuff over (like partial texture updates).
There is more, but I'm new to the world of Dolphin, so I'm going by what I THINK I read in this very thread.

And I'm not trying to speak for Tino, or the other developers/contributors, but only giving my interpretation of the views regarding both sides (Dolphin and Ishiiruka).

I use both versions, and Ishiiruka is for the games I want to play with shaders or stuttering. Async. shader caching just doesn't render anything that's not yet cached, so no stuttering, and I have no trouble waiting 500/1000ms for missing parts to show. Many native computer games have this rendering issue, which is why it doesn't bother me, but the consoles that Dolphin emulates does not.
I do understand why the devs and contributors not wanting this particular feature of Ishiiruka (despite many comments from users requesting it to be added), and I appreciate that they have decided to forgo adding this feature and opt to develop an alternative method (see: Ubershaders) that meets their codes' quality control for the sake of accuracy/stability.

But it's thanks to Tino for providing us with a version of Dolphin to use until features like Async. shader cache becomes depreciated for something that does X function(s) in a more desirable way.
Now we users can have part of out cake and eat it too
Smile

And Ishiiruka is, in my opinion, the equivalent to a typical "experimental" fork/build.
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02-25-2016, 12:40 PM
#4,053
andrescelano2000 Offline
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Hey Tino, I am having some problems with DX12 with the latest version, there is a bunch of weird lines in the screen http://postimg.org/image/9hek3qjip/, is anyone else having this problem?
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02-25-2016, 12:57 PM
#4,054
Tino Offline
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@andrescelano2000: can yu share your settings?
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02-25-2016, 06:45 PM
#4,055
JosJuice Offline
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(02-25-2016, 11:43 AM)Kamikaze_Ice Wrote: They're not exclusive to eachother, but some things Ishiiruka does, like Ascync. shader caching is unwanted by the devs in the main branch because it's a hacky solution.

What we don't want is async shader compilation (without ubershaders). It isn't the same as caching.
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02-25-2016, 08:05 PM
#4,056
rlaugh0095 Offline
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I wouldn't mind learning how to make shaders myself. Anyone know a good place to start?

Id love to be able to do something like this if possible. Smile

http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
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02-25-2016, 09:39 PM
#4,057
Filippo94 Offline
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Hello, first of all thanks for this version of Dolphin, always had great performance and effects from it.

I wanted to ask if there's any way to control (at least enable and disable) Post Process shaders from game.ini, as for example SSAO on NSMBWii just creates an outline between geometry and background.

Thanks in advance Big Grin
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02-25-2016, 09:56 PM
#4,058
Tino Offline
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Every setting you set insidepost procrssing configuration while the game is running is stored for the specific game, so you can change settings ingame and it will only affect that game
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02-25-2016, 11:52 PM
#4,059
Filippo94 Offline
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Oh Nice! Didn't know that, thanks for the tip Big Grin
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02-26-2016, 01:57 AM
#4,060
chmcarro Offline
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Everything is working great except games seem to crash instantly upon launch if using the OpenGL backend. I am on Ishiiruja-Dolphin 554. Is there something I need to configure? When using regular dolphin, OpenGL and post processing is working fine.
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