hi tino
just add in ishiiruka HybridXFB now
it's perfect for me , ;-)
thanks devs
just add in ishiiruka HybridXFB now
it's perfect for me , ;-)
thanks devs
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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11-19-2017, 05:45 PM
hi tino
just add in ishiiruka HybridXFB now it's perfect for me , ;-) thanks devs 11-20-2017, 09:21 AM
Hi.
At the moment I am using the official dev build cut-off at at revision 5.0-3772 so I can keep D3D support. Just wondering, is it advised to switch over to this custom build instead? What benefits does it provide at the moment and possibly going forward, and how stable is it? Thanks.
The main benefits of this fork are LOADS of graphical enhancements that aren't in master, and support for hardware that's old or just has poor drivers (that's you!) through D3D9 and D3D12. Of course there are some stability and performance (on modern hardware) compromises though, not to mention a sea of weird options, so we don't recommended it for casual users who have decent hardware and just want to play games in their original presentation. But as an Intel iGPU user, D3D12 will likely help you!
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11-21-2017, 04:21 AM
updated latest folder with a new version, most of the issues reported fr opengl and dx12 should be fixed, WARNING, vulkan is currently broken, I'm in the middle of implementing postprocessing shaders but i wanted feedback on the other backends. testing for the rest of the backends is welcome. Enjoy.
11-21-2017, 11:54 AM
(11-21-2017, 04:21 AM)Tino Wrote: updated latest folder with a new version, most of the issues reported fr opengl and dx12 should be fixed, WARNING, vulkan is currently broken, I'm in the middle of implementing postprocessing shaders but i wanted feedback on the other backends. testing for the rest of the backends is welcome. Enjoy. Thanks Tino ^_^ ...Dragon Ball Z: Budokai Tenkaichi 3 graphics fixed. 11-22-2017, 03:56 AM
(11-22-2017, 01:30 AM)Techie Android Wrote: [color=#000000][color=#000000][color=#000000]So I thought wrl/client.h had not been declared in [/color][/color][/color]Ishiiruka/Source/Core/VideoBackends/Vulkan/PostProcessing.cpp and that the error was because of that.you just have to remove that line from Source/Core/VideoBackends/Vulkan/PostProcessing.h and it will compile 11-22-2017, 12:18 PM
(This post was last modified: 11-22-2017, 12:18 PM by ISuperMarioI.)
(11-21-2017, 04:21 AM)Tino Wrote: updated latest folder with a new version, most of the issues reported fr opengl and dx12 should be fixed, WARNING, vulkan is currently broken, I'm in the middle of implementing postprocessing shaders but i wanted feedback on the other backends. testing for the rest of the backends is welcome. Enjoy. I can confirm that the post-processing shaders are finally working as intended. However, some textures aren't being rendered correctly in build 997. And it's not just DirectX 12 that has this problem. I tried it with DirectX 11 and the textures are broken in that backend as well. Upon comparing the previous builds to 997, I noticed that compiling Pixel Uber Shaders is faster in build 997 by around a minute, so I think something might be wrong with that. 11-22-2017, 03:13 PM
Hey guys! I'm having a problem here. I made a texture pack with high res textures for rune factory Tides of Destiny (At least 5 times the resolution) and after the update screwed them up like they are downscaled.
Pictures included. Any ides? (Older version works fine with it.) "997" build is afftected. https://imgur.com/a/kEywI 11-22-2017, 05:08 PM
(11-22-2017, 09:05 AM)Techie Android Wrote: Do you mean remove that file? You haven't explained what line your referring to so I don't know what one to remove. He means delete the line #include <wrl/client.h> in PostProcessing.h: https://github.com/Tinob/Ishiiruka/blob/...sing.h#L10 If you added it anywhere else manually, delete it there too. |
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