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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
07-13-2018, 04:19 AM (This post was last modified: 07-13-2018, 04:56 AM by BlackAngel.)
#7,461
BlackAngel Offline
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(07-13-2018, 02:34 AM)Tino Wrote: Load Custom Material Maps: allow the usage of extra material data like bump, normal and specular maps while using custom textures to improve quality while using phong shading enabled.
Arbitrary MipMap Detection: for ishiiruka it works differently , It uses some euristics to detect custom mips, it sometimes cause glitches but in most cases works correctly and is faster.
Force Dithering: force the use of dithering to reduce color banding and enchance color quality.
High Precision Frame Buffer: uses a 10 bits per channel framebuffer to improbe color quality while using some post proceccing effects like bloom or ssao.
Disable Copy Filter: it is not needed in ishiiruka because you can select the bliting shader that is applied while coping data to the framebuffer, you can even inplement your own bliting shader.

OH buddy thank you very much for the whole explanation! Now I understand everything!!!

Just Notice one strange (Bug I think). When you Enable the High Precision Frame Buffer [Using HD Texture Pack or not doesn't matters nether shaders] Map overlay Full Black.

       
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07-13-2018, 06:00 AM (This post was last modified: 07-14-2018, 01:51 AM by Radu13.)
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(07-13-2018, 02:25 AM)Tino Wrote: still didnt have time to look at it im really bussy this days at the office.

Don't worry, take your time, I interrupt my first metroid prime trilogy run waiting for a fix (for sure you'll solve it), i am too busy recently.
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07-14-2018, 01:42 AM
#7,463
Tino Offline
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(07-13-2018, 06:00 AM)Radu13 Wrote: Don't worry, take your time, I interrupt my first metroid prime trilogy run waiting for a fix (for sure you'll solve it), i am too busy recently.
You said last devs version is more stable than yours, but not for me; i have more issues with official latest devs version.
lasted ishiiruka dev is more stable than lastest ishiiruka stable, i never compare master agains ishiiruka because functionalities ahave diverged and we have different issues.
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07-14-2018, 01:44 AM
#7,464
Tino Offline
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(07-13-2018, 04:19 AM)BlackAngel Wrote: OH buddy thank you very much for the whole explanation! Now I understand everything!!!

Just Notice one strange (Bug I think). When you Enable the High Precision Frame Buffer [Using HD Texture Pack or not doesn't matters nether shaders] Map overlay Full Black.

thas a known issue for some games that uses alpha blending tha are incompatible with High precision frambuffers, will try to look for a fix.
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07-14-2018, 01:49 AM
#7,465
Radu13 Offline
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(07-14-2018, 01:42 AM)Tino Wrote: lasted ishiiruka dev is more stable than lastest ishiiruka stable, i never compare master agains ishiiruka because functionalities ahave diverged and we have different issues.

Sorry i misreading it, you mean your dev version is more stable than stable itself, got it.
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07-15-2018, 01:26 AM
#7,466
SuperCy Offline
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Which version is the latest developer version for ishiiruka?
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07-15-2018, 03:55 AM
#7,467
Tino Offline
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(07-15-2018, 01:26 AM)SuperCy Wrote: Which version is the latest developer version for ishiiruka?

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07-15-2018, 04:14 AM
#7,468
retroben Offline
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Sorry to bother you with an "issue" but on stable Ishiiruka build 777 I can't use the debugger for breakpoints because it immediately crashes upon clicking the left of an address even though I am on single-core mode.

I was hoping to make use of Ishiiruka for its better performance thanks to D3D12,mainly because of the numerous changes/differences on master's QT interface where you can't see the memory viewer values unless you pause emulation,and otherwise because a slightly older build of regular Dolphin I use is quite slower by comparison regardless of backend.

For example,Simpsons Hit & Run maintains full speed 60fps and_then_some via Ishiiruka on the D3D12 backend while regular Dolphin can't keep up on any of the backends I tried,both observations being on single-core mode to avoid the usual crash risks when using debugging and/or save-states.
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07-15-2018, 06:09 AM
#7,469
Radu13 Offline
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(07-15-2018, 04:14 AM)retroben Wrote: Sorry to bother you with an "issue" but on stable Ishiiruka build 777 I can't use the debugger for breakpoints because it immediately crashes upon clicking the left of an address even though I am on single-core mode.

I was hoping to make use of Ishiiruka for its better performance thanks to D3D12,mainly because of the numerous changes/differences on master's QT interface where you can't see the memory viewer values unless you pause emulation,and otherwise because a slightly older build of regular Dolphin I use is quite slower by comparison regardless of backend.

For example,Simpsons Hit & Run maintains full speed 60fps and_then_some via Ishiiruka on the D3D12 backend while regular Dolphin can't keep up on any of the backends I tried,both observations being on single-core mode to avoid the usual crash risks when using debugging and/or save-states.

D3D12 also crashes a lot if i try record gameplay from dump frames and audio, just use 11 when you need those things
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07-15-2018, 07:03 AM
#7,470
BlackAngel Offline
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(07-14-2018, 01:44 AM)Tino Wrote: thas a known issue for some games that uses alpha blending tha are incompatible with High precision frambuffers, will try to look for a fix.

Ah I see, thanks buddy, no worries this bug is annoying anyway at least on Twilight Princess!
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