Try disabling cache textures to GPU or something like that. This is an issue which happens when you use a custom texture pack and play a game with a relatively high number of textures, which eventually exhausts the GPU memory.
Thread Rating:
|
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
|
|
05-28-2016, 09:27 AM
Thanks for the advice.
"Cache custom textures to GPU" was activated, I'll see tomorrow if it works better without it
05-28-2016, 10:04 PM
Tino, first of all I want to say that I love ishiiruka and the huge potential it has in reviving older nitendo games to a modern standard. From the nice ssao to the awsome phong lighting. And I know you probably have like a thousand feature requests, and I know that this is like the thousand and oneth request you get, but is it possible to make rim light use the specular maps to control the intensity of the rim light? Kinda what you did with the specular lighting. Here is an example of the current rim light effect.
![]() Obviously i've made the rim light way too strong but that's to exaggerate the effect. This way you have a better understanding of what I mean and as you can see the rim light is just like this gradient basic white. So could you make it so that the rim light intensity is controlled by the specular map? That would be awesome !!! I hope you will take my request into consideration or even implement it . And if not ooh well I can always disable rim lightning
05-29-2016, 02:41 AM
(05-28-2016, 09:13 AM)leolam Wrote: Try disabling cache textures to GPU or something like that. This is an issue which happens when you use a custom texture pack and play a game with a relatively high number of textures, which eventually exhausts the GPU memory. I just played a couple of hours and didn't have any problem at all, thanks a lot
updated lates folder with a new version, Merged latest master changes, added support for forced ligthing on all 3d elements, that allow to use material maps even on games like zww and the last history that does not use ligths in the scenarios, the only problem is that only rim ligth will affect those elements but is a nice start. forced ligthing requires pixel ligthing and tesselation enabled to work.
@Rickv123: i really forget to include material specular value in the math, now is added please let me know if it works right. feedback is welcome. (05-29-2016, 03:27 AM)Tino Wrote: updated lates folder with a new version, Merged latest master changes, added support for forced ligthing on all 3d elements, that allow to use material maps even on games like zww and the last history that does not use ligths in the scenarios, the only problem is that only rim ligth will affect those elements but is a nice start. forced ligthing requires pixel ligthing and tesselation enabled to work. Ishiiruka.671(4c83074).x64 still same problem in metal gear solid game can run only 1 time, second time game not work crash. i think this game will by not work in DX12 ![]() standard error 336 + new 367 here my pictures: 05-29-2016, 05:35 AM
(05-29-2016, 03:27 AM)Tino Wrote: updated lates folder with a new version, Merged latest master changes, added support for forced ligthing on all 3d elements, that allow to use material maps even on games like zww and the last history that does not use ligths in the scenarios, the only problem is that only rim ligth will affect those elements but is a nice start. forced ligthing requires pixel ligthing and tesselation enabled to work. Awsome I'll check it out when I get home. Thanks for fixing the issue. Again keep up the awesome work !!! 05-29-2016, 08:06 AM
Can anyone tell me if tesselation affects SMG2 at all? Does it look okay? I have never really tried it, don't have the performance yet, but I was just wondering maybe for some settings in the future.
Tino, going into Graphics settings menu crashes the app for me every time.
Also, why is this app and folder read only now. Kind of annoying to have to click that off everytime. (05-29-2016, 04:52 AM)zerr11 Wrote: Ishiiruka.671(4c83074).x64its not crashing for me , dx12 is working as well http://imgur.com/D16SD8p IRx8 AAx8MSAA you really should make that portable.txt just in case some of ur dolphin changes are messing up. also check direct x update?
My Rig:
Mainboard: Asus P8-Z77 | Ram: ExceleRam 2x8GB DDR3 Black Shark 1600MHz Cl9 | GFX: Nvidia GTX950 WFOC 2GB DDR5 CPU+Cooler: [color=#0000CD]Intel 2500K[/color] [color=#32CD32]@[/color] [color=#FF0000]4.6ghz[/color] + Xigmatek Gaia SD1283 (Push/Pull) |
|
« Next Oldest | Next Newest »
|
Users browsing this thread:


![[Image: a78e791661.png]](http://puu.sh/p7VpU/a78e791661.png)
. And if not ooh well I can always disable rim lightning

i think this game will by not work in DX12