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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
06-26-2014, 01:08 PM
#551
amozzz Offline
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(06-26-2014, 12:59 PM)Tino Wrote: amozzz: I think his doing an excelent job, optimizations an improved resource management are alwas usefull, and even fixing old bugs in the way is great. he only need more time to refine his code and learn more abut dolphin core functionality.
Agreed.

I look forward to a day when these are properly in master. Maybe you could offer advice to each other and be the ultimate optimization team.

After all you guys are making great progress Smile
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06-26-2014, 05:52 PM
#552
StripTheSoul Offline
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(06-26-2014, 12:59 PM)Tino Wrote: amozzz: I think his doing an excelent job, optimizations an improved resource management are always usefull, and even fixing old bugs in the way is great. he only need more time to refine his code and learn more about dolphin core functionality.
our job is complementary , i already applied his first push request to my fork, to allow more people to test his changes. the only way to really test changes is to give everyone access to a working copy.

But in your recent builds his optimizations are not applied to DX9 backend, right?
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06-26-2014, 08:30 PM
#553
mew Offline
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(06-26-2014, 11:01 AM)Tino Wrote: is generated by the latest version or it was there already? a specific place or everywhere?


It was there already. Happens everywhere.

Look at the grass in the background:
[Image: FIFnuOS.gif]

Look at the carpet over the stairs:
[Image: yTjzu00.gif]
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06-26-2014, 08:33 PM
#554
StripTheSoul Offline
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I think many games have this. I see it in Xenoblade Chronicles, too. Actually I don't even know anymore if that didn't happen on the real console...
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06-26-2014, 08:37 PM
#555
mew Offline
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(06-26-2014, 08:33 PM)StripTheSoul Wrote: I think many games have this. I see it in Xenoblade Chronicles, too. Actually I don't even know anymore if that didn't happen on the real console...

It doesn't happend to me with master revision.
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06-26-2014, 10:11 PM (This post was last modified: 06-26-2014, 10:14 PM by Tino.)
#556
Tino Offline
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that is called z-fighting it happends when rounding errors in depth causes that poligons that are to close jump betwen frames. will take a look.
StripTheSoul : galop1n's optimization that where make public in the PR are merged but they only affect dx11.
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06-29-2014, 11:52 PM
#557
Tino Offline
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just and update. i'm figthing against a nasty bug in nvidia dx9 shader compiler, it seems that dx9 is really looking bad on nvidia, and i can't find why dx11 compiler works fine but dx9 not.
Amd and microsoft reference rasterizer are free from this bug. will update when i have more news.
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06-30-2014, 06:17 AM
#558
JMC47 Offline
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I tried using the non-beta NVIDIA driver and had the same problem, just to let you know.
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06-30-2014, 06:57 AM
#559
Tino Offline
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already know, tested diferent version and the error seems to be there from ages, is only present on the dx9 compiler, the same shader on dx11 is matematically correct. it seems to be some kind of optimization but is matematically inacurate. intel, amd and the reference rasterizer works.
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07-01-2014, 08:18 AM
#560
Tino Offline
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Updated with a new version. hopefully issues with nvidia cards should be fixed.
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