I mean when I have multiple builds on my PC. But it's no big deal.
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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07-08-2014, 10:03 AM
(This post was last modified: 07-09-2014, 03:23 AM by hyperspeed.)
I just found out that this build (unofficial DX9) has a fix to the Issue 6051
Just keep unchecked the Skip EFB access from CPU, and All Ligh Glows will work in RE0 now ![]() See the Attachments bellow: Interesting... I tested dolphin-master-4.0-1997-x64 and dolphin-master-4.0-2051-x64, both still has the issue with light glows in both backend OpenGL and DX11 Issue 6051 Is there anyway to apply the "fix" in the master build ? Edit: For those Light Glows work the IR must be multiple of 640x528, like 1x, 1.5x,2x, 2.5x, 3x, 4x... Auto (Window Size) will broke the light glow.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver 452.06 [color=#00ff00]WHQL[/color] 07-08-2014, 12:06 PM
updated the latest folder with a new version. please this new changes need a lot of testing because some big changes where made. so feedback is really welcome.
07-08-2014, 12:25 PM
I hate to sound lazy, but could you give me any idea of the things I want to be looking for? I can blindly test games, but, considering how many games I have and all the settings in dolphin, I could miss a large portion of things even in a fairly long session of testing.
07-08-2014, 12:35 PM
a big rewrite in the vertex translator has been done so the testing type i need is a search for regresions, if everything is the same thens all is ok.
Ok. So far I haven't seen anything broken in the first few games I ran.
Hmm: In D3D9, Dave Mirra Pro BMX has no shadow drawn. Don't think that's related to the new stuff, just something I noticed now. 07-08-2014, 10:54 PM
Cool magic you making with D3D9 Tino !))) Judging by speed and image quality in RE games - D3D9 is still better than OGL or D3D11 backend...
Tested Silent Hill Shattered Memories - runs good (it is the most demanding game in terms of emulation). But - I've noticed an interesting thing in all latest revisions - game runs faster and better (fullspeed) with pixel lighting enabled (!) and EFB2Ram cache disabled... (O_O) Only raw EFB2Ram mode without any speedhacks. I have no idea why this game and some others (RE series actually) runs faster without EFB2Ram cache enabled and with perPixel lighting enabled... (more accurate and less glitchy ?) Also - Idle Skipping slows down every game I have, so I don't use it in a last year or maybe more. And in Silent Hill SM there is still that "shadow upscale bug" if you use anything other than native resolution... And it is the only thing that keeps this game being perfectly emulated... Is there any way to fix upscaling ? Even with 2x upscale this game looks awesome ! The man will die, but not his ideas
07-08-2014, 11:43 PM
(07-08-2014, 10:54 PM)Linear Wrote: D3D9 is still better than OGL or D3D11 backend... For the love of god, don't say that! Say you like it or that it's good for your old system or whatever, just don't say it's generally better or we're bound to have another pointless discussion here >_<
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
07-09-2014, 02:34 AM
On my system SMG at the very beginning of the game went from 70 fps ( commit b7ccb7a ) to 58 fps ( last commit f4230c5 )...so it's a 17% slowdown (you think that should be due to the rewrite of the vertex translator or the latest merges from master?)
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