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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-11-2017, 12:25 AM (This post was last modified: 10-11-2017, 12:25 AM by Tino.)
#6,861
Tino Offline
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(10-09-2017, 11:39 AM)thedarkone666 Wrote: I downloaded and installed this for the first time today, but when I follow the instructions to install the shaders and texture pack and get to the post processing effect, I'm missing ishiirukafx post processing effect, the Ishiirukafx.glsl is missing from Ishiiruka.56d6fc5.x86.zip file I downloaded. I tried downloading from each link from the original post with no luck. I had the same results each time. Before I unzipped the file, I right-clicked, went to properties, and un-blocked it allowing my pc to unzip it.

the 32 bit version is unsupported to get the latest functionalities you need to use the 64 bits version.
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10-11-2017, 03:12 AM
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(10-09-2017, 01:29 AM)Tino Wrote: working on it, already have ubershaders working in dx11, still some work on dx12 needed , vulkan needs a lot of work is outdated and need some master changes merged in. Slow but improving Smile

And Opengl too? Smile
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10-11-2017, 07:13 AM
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@djneo: opengl is still not finished but even with ubershaders i see some stuter on my machine, but could be related to some problems with nvidia compiler and ryzen procesors so i'm not shure.
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10-11-2017, 08:30 AM
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(10-11-2017, 07:13 AM)Tino Wrote: @djneo: opengl is still not finished but even with ubershaders i see some stuter on my machine, but could be related to some problems with nvidia compiler and ryzen procesors so i'm not shure.

It's because nvidia drivers have global shader locking on GL and Vulkan, but not D3D. Making hybrid mode pretty much useless for GL and Vulkan. There isn't much we can do about that other than wish nvidia would give us an option to asynchronously compile shaders without locking rendering on those two APIs, which I'm assuming is easier said than done.

For GL and Vulkan, exclusive ubershaders is the only useful option on nvidia.
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10-11-2017, 10:15 PM
#6,865
themanuel Offline
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Ciao, Tino:

This is really puzzling to me but perhaps you know the answer offhand.  

I've noticed that your Ishiiruka build runs the Sand Ocean stages in F-Zero GX very smoothly and at full speed on my computer.  However, the heat blur effect in this stage is known for being very taxing and is documented as such in the wiki.  In fact, on the Sand Ocean Lateral Shift stage, the master build runs at about half the frame rate that it does on Ishiiruka.  This is a bit odd because actually the master build has been running everything else with slightly higher frame rate and fewer hiccups than Ishiiruka, except for this game on those stages.

What could possibly be different between you build and the master that would explain this drastic difference?

If it helps:
- Using your latest build and latest master build as of last night (10-oct-2017)
- Video plug-in: D3D11 on both
- Using async shaders on your build and hybrid ubershaders on master, although this game never suffer from lots of shader stuttering
- The default ini file for this game on both builds is identical and I'm using the same user-specified settings for both

Best regards.
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10-11-2017, 10:44 PM
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Tino Offline
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(10-11-2017, 08:30 AM)Helios Wrote: It's because nvidia drivers have global shader locking on GL and Vulkan, but not D3D. Making hybrid mode pretty much useless for GL and Vulkan. There isn't much we can do about that other than wish nvidia would give us an option to asynchronously compile shaders without locking rendering on those two APIs, which I'm assuming is easier said than done.

For GL and Vulkan, exclusive ubershaders is the only useful option on nvidia.

thanks for the answer, i was thinking it was something on my side.
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10-11-2017, 10:45 PM
#6,867
Tino Offline
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(10-11-2017, 10:15 PM)themanuel Wrote: Ciao, Tino:

This is really puzzling to me but perhaps you know the answer offhand.  

I've noticed that your Ishiiruka build runs the Sand Ocean stages in F-Zero GX very smoothly and at full speed on my computer.  However, the heat blur effect in this stage is known for being very taxing and is documented as such in the wiki.  In fact, on the Sand Ocean Lateral Shift stage, the master build runs at about half the frame rate that it does on Ishiiruka.  This is a bit odd because actually the master build has been running everything else with slightly higher frame rate and fewer hiccups than Ishiiruka, except for this game on those stages.

What could possibly be different between you build and the master that would explain this drastic difference?

If it helps:
- Using your latest build and latest master build as of last night (10-oct-2017)
- Video plug-in: D3D11 on both
- Using async shaders on your build and hybrid ubershaders on master, although this game never suffer from lots of shader stuttering
- The default ini file for this game on both builds is identical and I'm using the same user-specified settings for both

Best regards.

Fast efb access is the the one to blame here, that specific sptage uses efb access to dump the entire frame, and that is very demanding, fast efb acceess make it a lot faster, but causes some glitches.
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10-11-2017, 11:08 PM
#6,868
themanuel Offline
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(10-11-2017, 10:45 PM)Tino Wrote: Fast efb access is the the one to blame here, that specific sptage uses efb access to dump the entire frame, and that is very demanding, fast efb acceess make it a lot faster, but causes some glitches.

I see.  Thanks.  I don't really see any glitches in this game with Fast EFB access enabled so this seems to be a great trade-off.  They should add this option to the master build.
Windows 10 Pro x64  |  i7-9700K @ 4.6-5.0GHz  |  MSI Z370 Gaming Plus  |  MSI RX 5700 8GB Factory-OC  |  16 GB DDR4-3000
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10-12-2017, 01:07 AM
#6,869
themanuel Offline
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One more on this.

What would be the syntax to enable or disable this feature in a game's ini file?
Also, would it go under "[Core]"?
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10-12-2017, 05:14 AM
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Tino Offline
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(10-12-2017, 01:07 AM)themanuel Wrote: One more on this.

What would be the syntax to enable or disable this feature in a game's ini file?
Also, would it go under "[Core]"?

rigth now is not enabled fron the gameini if you need it i will add it to Video_Hacks with the key EFBFastAccess
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