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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
03-21-2017, 07:07 PM
#6,371
zelda64 Offline
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Hello,
I download Ishiiruka.Stable.743(9c8d5e5) for it's supporting Direct3D9.
There is a graphical defect when run "SUPER MARIO GALAXY" by Direct3D-9
With Direct3d-11 everything is OK.
But Direct3d-11 is slow in My OLD system.
How can run "SUPER MARIO GALAXY" by Direct3D-9 without graphical defect?

This is a screenshot of "SUPER MARIO GALAXY" by Direct3D-9 on Ishiiruka.Stable.743
http://cdn.persiangig.com/preview/5QuXbbL7Ba/01-Direct3D9.png

and this is a screenshot of "SUPER MARIO GALAXY" by Direct3D-11 on Ishiiruka.Stable.743
http://cdn.persiangig.com/preview/9a3huEDPLx/02-Direct3d-11.png
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03-21-2017, 11:38 PM
#6,372
Tino Offline
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@zelda64: thanks for the report will take a look at dx9, but you can improve your performance a lot simply by changing some settings:
check Force 24 bit color
check Fast EFB Access
check Ignore Format Changes
check Store EFB COpies to Texture Only
check Disable External framebuffer
check fast Depth calculation
check full async shader compilation
also you should check in the advance tab compile shaders on startup and download the uid files from the repository with taht dx11 should work really p;layable on your system.
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03-22-2017, 04:18 AM
#6,373
Rickv123 Offline
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Posts: 117
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I am back with another question. I'm sorry if I'm a bit annoying  Confused.

So I was experimenting with the Texture Encoder using the command line and I'm really liking it so far  Smile, much quicker when you only want to modify one texture quickly . There is only one small issue. It doesn't seem like it generates dynamic mipmaps if I want it to, it instead just auto generates them.

this is my input:
input: (Show Spoiler)

[Image: d583d3a04f.png]]
this is the output:
ouput: (Show Spoiler)


[Image: 382cf059e1.png]
 this is the command that I use:
TextureEncoder.exe "C:\Users\(Username)\input\tex1_256x512_m_84b2bf12fc2761af_14.png" "C:\Users\(Username)\output" -mipmaps -notcompress -notfrommaterial -savecolor

Using TextureEncoder.exe as an executable works as expected, this only occurs when using the command line.

Any suggestions Huh
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03-23-2017, 02:09 AM
#6,374
rlaugh0095 Offline
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Kinda curious if HDR support could be a thing or would that require game modification?
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03-23-2017, 04:18 AM
#6,375
Tino Offline
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@rlaugh0095: Smile you just guessed what i've been working on, is comming a little slow because i have a lot of work but is comming Smile
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03-23-2017, 04:22 AM
#6,376
Tino Offline
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(03-22-2017, 04:18 AM)Rickv123 Wrote: I am back with another question. I'm sorry if I'm a bit annoying  Confused.

So I was experimenting with the Texture Encoder using the command line and I'm really liking it so far  Smile, much quicker when you only want to modify one texture quickly . There is only one small issue. It doesn't seem like it generates dynamic mipmaps if I want it to, it instead just auto generates them.

this is my input:
input: (Show Spoiler)

[Image: d583d3a04f.png]]
this is the output:
ouput: (Show Spoiler)


[Image: 382cf059e1.png]
 this is the command that I use:
TextureEncoder.exe "C:\Users\(Username)\input\tex1_256x512_m_84b2bf12fc2761af_14.png" "C:\Users\(Username)\output" -mipmaps -notcompress -notfrommaterial -savecolor

Using TextureEncoder.exe as an executable works as expected, this only occurs when using the command line.

Any suggestions Huh
youi are rigth i forguet  to include the custom mipmap search in the command line code, will try to patch it and realease a new version when i have a little free time.
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03-23-2017, 07:08 AM
#6,377
StripTheSoul Offline
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Heya Tino, I haven't played with Dolphin for a while and haven't really used the Vulkan backend, yet, but heard a lot of good things about it. Now I want to play Metroid Prime (Wii) and with Vulkan I get a few little stutters... not much but more than I remember getting from using DX11 (where I actually never got any stutters with Ishiiruka). Does your Async Shader Cache Generator not work with Vulkan or something like that? It's not a problem, I'll just use good old DX11, I'm getting full speed anyway, but I still wanted to ask/report Smile
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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03-23-2017, 08:05 AM
#6,378
Tino Offline
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@StripTheSoul: vulkan does not use async shaders, so i recomend dx12 instead or dx11 if dx12 gives you a problem.
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03-23-2017, 10:39 PM
#6,379
StripTheSoul Offline
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Posts: 4,639
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Ok, that's what I thought. Thanks!
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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03-24-2017, 04:00 AM
#6,380
rlaugh0095 Offline
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Posts: 519
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(03-23-2017, 04:18 AM)Tino Wrote: @rlaugh0095: Smile you just guessed what i've been working on, is comming a little slow because i have a lot of work but is comming Smile

woooooow, so cool! :O And just so we are both on the same track, your talking about modern TV HDR and not a simple post processing effect that simulates it right? 
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