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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-18-2016, 07:52 AM
#4,201
TailsTheGamer Offline
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(03-18-2016, 02:42 AM)TailsTheGamer Wrote: On EFB Copy locks up my computer with DX12 (funny enough it's the infamous monitor shutoff bug with R9 285s/R9 380s that's unrelated to Dolphin and when it's not it's a BSOD reporting page fault in non page area atikmdag.sys.) I'm on an R9 285.

Specifically in Sunshine right when you hit "Start" on the save selection screen. Works fine in DX11.

ok so I've been having trouble with the crimson drivers anyway, (R9 285s and 380s have been having bad PC Crashes), so I went all the way back to 15.7.1 drivers and the problem went away. Must be related to the Crimson driver issue I was having. I was on 16.3.
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03-18-2016, 08:22 AM
#4,202
djneo Offline
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(03-16-2016, 10:40 AM)Kamikaze_Ice Wrote: Might I ask you to go into more detail?
What in that video are you wanting Tino to look at?

I only see two things that really jump out at me.

I) Level of detail. I can't confirm on original hardware (don't have that game) but if it's like Xenoblade and it's grass pop-in, then it's not really a "problem" but a choice made by the developers (probably for performance reasons).
I don't think there is anything we can do about any game's LOD when it changes the models, but you can try adjusting your "Anisotropic Filtering" setting to help control/tame/tweak the texture mipmaps (restricted by a textures' angle to the screen).

II) I assume this is what you're referring to. Around 0:20 in the video the upper-left quadrant of the screen goes weird. Here's a screenshot I took of it. I really miss framestepping with arrow keys when watching youtube with HTML5 viewer, I got lucky spamming the space bar when all I was trying to get was the the approximate timestamp that it happened.
It's not dangerous to go alone! I Take this.: (Show Spoiler)
[Image: IzrD65O.jpg]
Also, I assume you are also missing interface/hud/ui elements in your video that SHOULD be shown (typically button controls). Although I have seen games with a free camera for screenshot purposes that are completely hidden instead of typically being shown but not captured in the actual screenshot.


Do you use any shaders? If so, try changing your "post-processing trigger" from the default (On swap) to any of the other options and see if any of them fix the problem.
Does this happen with the other backends (Dx9-12 or OpenGL)?
What about having Internal Resolution@x1 (native)?
Have you tried a version of the main branch (not Ishiiruka)?
How about older versions of Ishiiruka or Dolphin?

Hello, thanks for your time and response!

So I was talking mainly about that changing of detalis depending how far you are from player models.

It happens in any scenarios. With or without effecs in any backhand or resolution, with or without custom textures.

That weird corner glitch is due the Dof, so it would be cool if there is some way to turn it off.

Thanks.
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03-18-2016, 08:56 AM
#4,203
Kamikaze_Ice Offline
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(03-18-2016, 08:22 AM)djneo Wrote: Hello, thanks for your time and response!

So I was talking mainly about that changing of detalis depending how far you are from player models.

It happens in any scenarios. With or without effecs in any backhand or resolution, with or without custom textures.

That weird corner glitch is due the Dof, so it would be cool if there is some way to turn it off.

Thanks.

Then what you are thinking is something that needs to be fixed is just the game working how it was intended. It's the game changing models and textures out via Level of Detail. This will happen on the Wii (or Gamecube) and is just how the game was made.
See any Xenoblade videos, that is not a cutscene, and you will see how grass pops up out of nowhere just meters from the controlled characters. This is the same thing you are experiencing.
This is normal, and every thing is fine (Yeah it's annoying).
As I mentioned you can try playing with the AF level to see if it helps reduce the visual difference (it will STILL change, but you might luck out and get higher quality mipmaps on that low quality model that the game swaps in.


As for the "corner" glitch, and since you say you are using Depth of Field shader effects, I'm assuming this is caused by the shader being applied to a 2D element like a scoreboard or other menu/interface/likewise object (because of the transparent square that pops up).
See if changing the "Post-processing trigger" will help. Changing this can prevent shaders from touching 2D stuff like menus while keeping them working for the 3D stuff (players, audience, rink)
you can try changing the post-processing trigger to see if it stops this.
To use Xenoblade as an example again, I use SSAO and SSGI shaders (as well as others) but these two in particular will cause the interface to become overly transparent, and SSAO effects will show up in menus it doesn't belong in when using the default post-processing trigger setting (On Swap). I work around this by using "On XFB-copy" to keep my SSAO/SSGI effects without persisting through menus and prevent transparent interface stuffs.

If you do change the post-processing trigger, please be aware that you may need to readjust your shader settings (the same settings will look very different with a different trigger, so you need different settings to have the same results).
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03-18-2016, 09:12 AM
#4,204
djneo Offline
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Nope, I meant actually ingame DOF.
Sorry for misunderstanding Smile

Whent I turn off Dof in ingame replay, then its gone. So I think this causes the glitch.
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03-18-2016, 10:46 PM
#4,205
Hyllian Offline
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Found a nasty bug inside super-xbr shader for Ishiiruka. It was degrading IQ a bit. Now it resembles more the quality obtained in Retroarch.

I recommend updating the last super-xbr shader by this:
.zip   super-xbr.zip (Size: 4.28 KB / Downloads: 163)


Some screens with only 1xIR:

[Image: g4se01-12zzc2.png]

[Image: g8me01-2ija7o.png]

[Image: gcde08-12nab2.png]

[Image: gzle01-2goalu.png]
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03-18-2016, 11:06 PM
#4,206
StripTheSoul Offline
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Wow, that's a good looking filter!
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
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03-19-2016, 12:59 PM
#4,207
BlazingSoul Offline
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On build 589, games are looking very pixelated when on DirectX12, especially at native res(worse than OpenGL).
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03-19-2016, 01:04 PM (This post was last modified: 03-19-2016, 01:28 PM by Hyllian.)
#4,208
Hyllian Offline
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Some more screenshots of Ishiiruka running RE Remake using the new Super-xBR (posted earlier) using only 1xIR:

[Image: gbie08-48dbo8h.png]

[Image: gbie08-49u8or8.png]

[Image: gbie08-57pupu4.png]

[Image: gbie08-610wrr0.png]

[Image: gbie08-59d3ogq.png]

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03-20-2016, 06:44 AM
#4,209
CowlScatman Offline
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Tino im having trouble with Starfox Adventures. Im getting the FIFO is overflowed by GaterPipe! CPU thread is to fast! error everytime i play. Sometimes after an hour, sometimes in 15 minutes. It was supposedly fixed in PR 1536 but that was back from Feb. 2013
Pc spec: i7-4790k 4.0 ghz/ asus gtx 760 oc 2gb/ 16 gb gskill ripjaw ram/ z97x killer 3 motherboard fatality edition Cool
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03-20-2016, 06:49 PM
#4,210
kaicooper Offline
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(03-17-2016, 06:50 PM)JosJuice Wrote: Disable the sound hack to avoid the crash.

same brother..cant pass the last death star crash
game is really amazing and running full speed

any fix
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