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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-09-2016, 09:15 AM
#4,151
Kamikaze_Ice Offline
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(03-09-2016, 08:45 AM)luizfersam Wrote: But with dx 11 i dont have this issues, this ''black things'' just the normals things with async shander, like the model not appear when the shander is loading...
That is what Tino is saying. This is normal for async shader caching (no stuttering, but no rendering of anything that has a shader not yet generated, but without async. it would "stutter" to force everything to wait until that shader was done and ready to be rendered).
The reason you don't have it with Dx11 is most likely you already have the shaders generated and cached for your Dx11 settings. When switching to another backend (ala Dx12) you need to have these shaders re-generated and cached.

If you disable async. shaders do you still get the "black things"?
If no, just continue to play the game and everything will get loaded and stored and you wont have the problem until you get to another new not-yet-generated shader. Or continue to play without async shaders and deal with the game pausing whenever it needs to generate a new not-yet-generated shader.
If yes, then you have other issues with Dx12 backend to look into.
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03-09-2016, 09:29 AM
#4,152
luizfersam Offline
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(03-09-2016, 09:15 AM)Kamikaze_Ice Wrote: That is what Tino is saying. This is normal for async shader caching (no stuttering, but no rendering of anything that has a shader not yet generated, but without async. it would "stutter" to force everything to wait until that shader was done and ready to be rendered).
The reason you don't have it with Dx11 is most likely you already have the shaders generated and cached for your Dx11 settings. When switching to another backend (ala Dx12) you need to have these shaders re-generated and cached.

If you disable async. shaders do you still get the "black things"?
If no, just continue to play the game and everything will get loaded and stored and you wont have the problem until you get to another new not-yet-generated shader. Or continue to play without async shaders and deal with the game pausing whenever it needs to generate a new not-yet-generated shader.
If yes, then you have other issues with Dx12 backend to look into.
i know this, but this things just appears now, with the first version when dx 12 was avaliable in ishiiruka i dont have this bugs with async enabled, this just appears now... like u say when the shander is regenerated
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03-09-2016, 09:41 AM
#4,153
LoganK93 Offline
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Anyone know why using Ishiiruka 584 makes textures map incorrectly when using HD textures with DX12? Everything works fine on DX11, but the older ishiiruka won't even start in DX12 and the latest unstable makes things render odd. Smash Bros causes stage textures to render on characters, and hair was rendering instead of sky. Only happens on DX12.
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03-09-2016, 09:47 AM
#4,154
Tino Offline
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@LoganK93: yes i see that isue i will try to fix it soon
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03-09-2016, 09:53 AM (This post was last modified: 03-10-2016, 04:07 AM by LoganK93.)
#4,155
LoganK93 Offline
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(03-09-2016, 09:47 AM)Tino Wrote: @LoganK93: yes i see that isue i will try to fix it soon

Oh great! 584 is the only version that hasn't crashed on DX12 and it runs rather nice compared to others.

On a side note, does anyone know why I would need to exit fullscreen and re enter it every time a new scene loads using the older version? If I just let it go to fullscreen my speed will drop about 50-75% until I minimize and re-fullscreen.

Edit: Even trying some older revisions of ishiiruka, I don't seem to be able to do anything with dx12... Most games seem to just crash as soon as they need to load something such as a stage on smash bros, and I'm not really sure why as it worked for me when I first started using Dolphin...
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03-11-2016, 10:41 AM
#4,156
CowlScatman Offline
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Tino if you do ever make the build where you can put bump mapping on anything regardless of light im gonna end up overhauling super smash bros melee and wind waker >_>
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03-12-2016, 09:14 AM
#4,157
Zylice Offline
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Zelda: Twilight Princess Gamecube - When using HD Texture Packs and with Texture Cache set to 'Fast,' I get this strange texture on treasure chests. When I change the Texture Cache to 'Medium' or 'Safe,' the normal texture appears correctly. Reducing the Texture Cache to 'Medium' or 'Safe' causes the game to not load some of the textures from the texture packs I'm using. If anyone knows how to fix this it would be great. Or if anyone else is having this issue, please let me know.


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03-12-2016, 11:51 AM (This post was last modified: 03-14-2016, 10:21 AM by Zylice.)
#4,158
Zylice Offline
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(03-12-2016, 09:14 AM)Zylice Wrote: Zelda: Twilight Princess Gamecube - When using HD Texture Packs and with Texture Cache set to 'Fast,' I get this strange texture on treasure chests. When I change the Texture Cache to 'Medium' or 'Safe,' the normal texture appears correctly. Reducing the Texture Cache to 'Medium' or 'Safe' causes the game to not load some of the textures from the texture packs I'm using. If anyone knows how to fix this it would be great. Or if anyone else is having this issue, please let me know.

Okay. I've removed some unwanted textures & effects from one of the Texture Packs I'm using and that has resolved the issue. It may have been a corrupted texture or the game wouldn't load it properly for some reason. Still don't know why it happened but I'm glad my chests aren't ugly anymore. Smile
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03-12-2016, 06:33 PM
#4,159
LikeADolphin Offline
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Any chance of a Android release Tino?
My computer is a alienware alpha i3 can't be stuffed to make a dang custom build (Ishiiruka 1440p Full Speed FTW)
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03-13-2016, 06:41 AM
#4,160
Kurausukun Offline
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I don't think an Android release would be very helpful considering the point of this version is to speed up the D3D backends on Windows specifically.
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