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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
05-04-2016, 06:06 PM (This post was last modified: 05-04-2016, 06:13 PM by tet666.)
#4,521
tet666 Offline
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(05-04-2016, 01:42 PM)Drakonas Wrote: That's the idea. You need EFBToTextureEnable to be set to True for this hack to be a thing. The point of the hack is to only force EFBtoRAM for the clothes, but leave everything else to be EFBToTexture (as long as EFBToTexture is enabled, else everything will be EFBToRam and will be slow on underpowered systems).

EFBToTexture always breaks the clothes because of their advanced coloring mechanics.

Now that this hack was added I feel my recent computer upgrade investment to be that much less important. I could play The Last Story full speed with EFBToRAM, but I guess that's pointless now. lol.

Well you could add more shaders and play downsampled which is always nice i was getting fullspeed before on my machine in DX12 but i couldn't add the heavier shaders SSAO/SSGI,Rim Lightning and so on which is possible now.

I'm still tweaking it but here are some screens:

http://i.imgur.com/lLEp5qt.jpg
http://i.imgur.com/4OYZFN5.jpg

Game just needs a full retexture like Xenoblade now and it would be perfect (not that i expect anyone to do that though^^)
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05-04-2016, 09:29 PM
#4,522
Danos
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Hello guys!
For some reason, Ishiiruka doesn't create a 'ShaderPresets' folder nor does it use the old one. So Shader settings are gone after exiting the game...
On 646, everything works, while under 655 this bug appears. Besides from that: GO ISHIIRUKA Smile
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05-04-2016, 09:45 PM
#4,523
tet666 Offline
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(05-04-2016, 09:29 PM)Danos Wrote: Hello guys!
For some reason, Ishiiruka doesn't create a 'ShaderPresets' folder nor does it use the old one. So Shader settings are gone after exiting the game...
On 646, everything works, while under 655 this bug appears. Besides from that: GO ISHIIRUKA Smile

I'm using portable version and it puts them in the mainfolder now for me.
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05-04-2016, 10:36 PM
#4,524
Tino Offline
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@Danos> thanks for the report will take a look
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05-04-2016, 10:42 PM (This post was last modified: 05-04-2016, 10:43 PM by rlaugh0095.)
#4,525
rlaugh0095 Offline
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(05-04-2016, 10:36 PM)Tino Wrote: @Danos> thanks for the report will take a look

Morning Tino! I was just curious if this feature would be possible in dolphin and if so, if you could port it to ishiiruka? Smile

https://www.youtube.com/watch?v=7XFcTqoZ3nk

https://citra-emu.org/entry/texture-forwarding-brings-hd-output-to-citra
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05-05-2016, 09:35 AM
#4,526
Kamikaze_Ice Offline
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(05-03-2016, 01:10 PM)Tino Wrote: Updated lates folder witha a new version, merged latest master changes.
@Kamikaze_Ice:
just add this line to your gfx.ini
LastStoryEFBToRam = True
and you can enjoy "best of both worlds" Smile

Wow fantastic. Was this already a thing that I just never noticed in the first page of this thread?
Either way, thanks. I'll post some info about it in that Last Story Speedhack thread as well.
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05-05-2016, 10:50 AM
#4,527
Kamikaze_Ice Offline
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(05-04-2016, 10:42 PM)rlaugh0095 Wrote: Morning Tino! I was just curious if this feature would be possible in dolphin and if so, if you could port it to ishiiruka? Smile

https://www.youtube.com/watch?v=7XFcTqoZ3nk

https://citra-emu.org/entry/texture-forwarding-brings-hd-output-to-citra

They say it's similar to "Store EFB Copies to Texture Only", but by appearance (and opinion) this is more like Dolphin's/Ishiiruka's "Scaled EFB copy" option.
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05-05-2016, 10:52 AM (This post was last modified: 05-05-2016, 01:33 PM by Ed94.)
#4,528
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There has been a recent development in the SSBM community involving running the game at 120fps on a custom dolphin build for less input lag.

The details are on here http://fastermelee.net/new-major-lag-reductions-discovered-for-melee/.

Anyways the dolphin build did not change anything really except audio wise where they half the sample rate in audiointerface.cpp under set frequency DMA. Apparently this allows for the game to run the audio at a normal speed when the game speed is doubled.

Everything else was just adding two gecko codes to melee and putting the speed limit at 200%.

I was wondering if you could add checkbox under audio to automatically half the sample rate to half for any game running at 200%. This would allow me and others to play games like these at high framerates with ishiiruka.

I tired to edit the files directly but I'm new to coding(took an introductory class with python in fall 2015, been doing lynda.com courses for past 2 months with some side practice past few months with c#). I have the windows 10 sdk and git, and am currently learning how to properly compile the source to test it out myself.

Edit: Was able to compile regular dolphin but not ishiiruka....
Edit2: Input lag so far only showed quantitative results in netplay... development may be not as sound as stated.
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05-05-2016, 01:28 PM
#4,529
Tino Offline
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updated latets folder with a new version, fixed the issues reported by @Danos and other users, added hotkeys to toggle custom textures and material maps. fixed and error mesage while doing netplay.
Enjoy.
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05-05-2016, 06:19 PM
#4,530
StripTheSoul Offline
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(05-05-2016, 10:52 AM)Ed94 Wrote: There has been a recent development in the SSBM community involving running the game at 120fps on a custom dolphin build for less input lag.

The details are on here http://fastermelee.net/new-major-lag-reductions-discovered-for-melee/.

Anyways the dolphin build did not change anything really except audio wise where they half the sample rate in audiointerface.cpp under set frequency DMA. Apparently this allows for the game to run the audio at a normal speed when the game speed is doubled.

Everything else was just adding two gecko codes to melee and putting the speed limit at 200%.

I was wondering if you could add checkbox under audio to automatically half the sample rate to half for any game running at 200%. This would allow me and others to play games like these at high framerates with ishiiruka.

I tired to edit the files directly but I'm new to coding(took an introductory class with python in fall 2015, been doing lynda.com courses for past 2 months with some side practice past few months with c#). I have the windows 10 sdk and git, and am currently learning how to properly compile the source to test it out myself.

Edit: Was able to compile regular dolphin but not ishiiruka....
Edit2: Input lag so far only showed quantitative results in netplay... development may be not as sound as stated.

If I understand you correctly, Ishiiruka already has what you're asking for. Just right-click a game, go to properties and there you will find the 'double video rate hack'. I'm using it e.g. for 60FPS in Super Mario Sunshine Smile
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