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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
09-02-2018, 04:54 AM
#7,551
Tino Offline
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(09-02-2018, 04:43 AM)Tayyo Wrote: Hey thanks for getting back, but 777 gives garbled visuals.

Oldest one in your Google drive (528 I guess) works good though Smile

do the same visual issue happends on 1071?
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09-02-2018, 06:58 AM
#7,552
Tayyo Offline
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(09-01-2018, 07:45 PM)JosJuice Wrote: There is no version 5.0.9 of master. Do you mean 5.0-9 (which basically is identical to 5.0), or are you referring to a fork such as Faster Melee?

(09-02-2018, 04:54 AM)Tino Wrote: do the same visual issue happends on 1071?


Nope. It shows OP errors when I hit Y (it opens an FPS view of the ship) and says it'll either hang or crash. It keeps working though crashes after sometime. 

I won't bother you further, I'm sure Dolphin master devs are aware that this game is erratic.
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09-02-2018, 06:10 PM (This post was last modified: 09-02-2018, 06:11 PM by Rufus.)
#7,553
Rufus Offline
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(08-27-2018, 01:29 PM)Tino Wrote: updated latest folder with a new version:
- Custom Textures: fall back to the non palleted textures naming if the specific name for the palleted texture does not exists ( this helps avoid duplicated textures in some games).
- Implement hybrid xfb: just a temporal implmentation until master changes merged are finished.

@Rufus: blody roar should be fixed pleae test it and let me know if it works as intended.

downloaded Ishiiruka.1071(66b3bd0bd).x64, still seems pixelated. Im using vulkan.
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09-02-2018, 11:33 PM (This post was last modified: 09-02-2018, 11:33 PM by Tino.)
#7,554
Tino Offline
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(09-02-2018, 06:10 PM)Rufus Wrote: downloaded Ishiiruka.1071(66b3bd0bd).x64, still seems pixelated. Im using vulkan.
can you post a screenshot?
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09-03-2018, 06:21 AM
#7,555
Rufus Offline
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(09-02-2018, 11:33 PM)Tino Wrote: can you post a screenshot?

https://s6.postimg.cc/5h09bvz2p/pix.png
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09-03-2018, 09:43 AM
#7,556
Tino Offline
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@Rufus: can you please share your configuration?
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09-03-2018, 11:18 AM (This post was last modified: 09-03-2018, 11:19 AM by Rufus.)
#7,557
Rufus Offline
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GFX.ini:
Code:
[Hardware]
VSync = True
Adapter = 0
[Settings]
AspectRatio = 3
Crop = False
wideScreenHack = False
UseXFB = False
UseRealXFB = True
SafeTextureCacheColorSamples = 128
ShowFPS = False
LogRenderTimeToFile = False
ShowInputDisplay = False
OverlayStats = False
OverlayProjStats = False
DumpTextures = False
DumpVertexLoader = False
HiresTextures = True
HiresMaterialMaps = False
ConvertHiresTextures = False
CacheHiresTextures = True
CacheHiresTexturesonGPU = False
DumpEFBTarget = False
FreeLook = False
UseFFV1 = False
EnablePixelLighting = True
ForcedLighting = False
ForcePhongShading = True
RimPower = 85
RimIntesity = 0
RimBase = 10
SpecularMultiplier = 170
SimBumpEnabled = True
SimBumpStrength = 0
SimBumpDetailFrequency = 139
SimBumpThreshold = 30
SimBumpDetailBlend = 22
FastDepthCalc = True
MSAA = 0x00000002
SSAA = False
EFBScale = 1
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableFog = False
EnableOpenCL = False
EnableShaderDebugging = False
BorderlessFullscreen = True
SWZComploc = True
SWZFreeze = True
SWDumpObjects = False
SWDumpTevStages = False
SWDumpTevTexFetches = False
SWDrawStart = 0
SWDrawEnd = 100000
ShowNetPlayPing = False
ShowNetPlayMessages = False
HiresMaterialMapsBuild = False
CompileShaderOnStartup = True
EnableValidationLayer = False
BackendMultithreading = True
CommandBufferExecuteInterval = 100
DumpFramesAsImages = False
InternalResolutionFrameDumps = False
BackgroundShaderCompiling = True
DisableSpecializedShaders = False
EnableComputeTextureEncoding = True
EnableGPUTextureDecoding = True
InternalResolution = 1
[Enhancements]
ForceFiltering = False
DisableFiltering = False
MaxAnisotropy = 4
PostProcessingEnable = True
PostProcessingTrigger = 0
PostProcessingShaders = IshiirukaFX
ScalingShader =
UseScalingFilter = True
TextureScalingType = 1
TextureScalingFactor = 5
UseDePosterize = True
Tessellation = False
TessellationEarlyCulling = False
TessellationDistance = 0
TessellationMax = 6
TessellationRoundingIntensity = 0
TessellationDisplacementIntensity = 0
ForceTrueColor = True
PostProcessingShader =
FilteringMode = 2
[Stereoscopy]
StereoMode = 0
StereoDepth = 20
StereoConvergencePercentage = 100
StereoSwapEyes = False
StereoShader = Anaglyph/dubois
[Hacks]
EFBAccessEnable = True
EFBFastAccess = True
ForceProgressive = True
EFBToTextureEnable = True
EFBScaledCopy = True
EFBEmulateFormatChanges = False
ForceDualSourceBlend = False
FullAsyncShaderCompilation = True
WaitForShaderCompilation = False
EnableComputeTextureDecoding = True
EnableComputeTextureEncoding = True
PredictiveFifo = False
BoundingBoxMode = 2
ViewportCorrection = False
LastStoryEFBToRam = False
ForceLogicOpBlend = True
BBoxEnable = False
VertexRounding = True
XFBToTextureEnable = True
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09-03-2018, 11:53 AM
#7,558
Albedo Piazzolla Offline
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when will the merges to master be finished? I have been waiting for hybrid XFB longer than some people are waiting for half life 3 LOL... no seriously, seems like merging all the changes from Master branch is being hell to you Comrade Tino. Still, I wish you luck and hopefully, ishiiruka will be up to date with master soon enough.
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09-03-2018, 12:02 PM
#7,559
Tino Offline
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(09-03-2018, 11:53 AM)Albedo Piazzolla Wrote: when will the merges to master be finished? I have been waiting for hybrid XFB longer than some people are waiting for half life 3 LOL... no seriously, seems like merging all the changes from Master branch is being hell to you Comrade Tino. Still, I wish you luck and hopefully, ishiiruka will be up to date with master soon enough.

hybrid xfb is already merged
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09-03-2018, 12:03 PM
#7,560
Tino Offline
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(09-03-2018, 11:18 AM)Rufus Wrote: GFX.ini:

Code:
[Hardware]
VSync = True
Adapter = 0
[Settings]
AspectRatio = 3
Crop = False
wideScreenHack = False
UseXFB = False
UseRealXFB = True
SafeTextureCacheColorSamples = 128
ShowFPS = False
LogRenderTimeToFile = False
ShowInputDisplay = False
OverlayStats = False
OverlayProjStats = False
DumpTextures = False
DumpVertexLoader = False
HiresTextures = True
HiresMaterialMaps = False
ConvertHiresTextures = False
CacheHiresTextures = True
CacheHiresTexturesonGPU = False
DumpEFBTarget = False
FreeLook = False
UseFFV1 = False
EnablePixelLighting = True
ForcedLighting = False
ForcePhongShading = True
RimPower = 85
RimIntesity = 0
RimBase = 10
SpecularMultiplier = 170
SimBumpEnabled = True
SimBumpStrength = 0
SimBumpDetailFrequency = 139
SimBumpThreshold = 30
SimBumpDetailBlend = 22
FastDepthCalc = True
MSAA = 0x00000002
SSAA = False
EFBScale = 1
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableFog = False
EnableOpenCL = False
EnableShaderDebugging = False
BorderlessFullscreen = True
SWZComploc = True
SWZFreeze = True
SWDumpObjects = False
SWDumpTevStages = False
SWDumpTevTexFetches = False
SWDrawStart = 0
SWDrawEnd = 100000
ShowNetPlayPing = False
ShowNetPlayMessages = False
HiresMaterialMapsBuild = False
CompileShaderOnStartup = True
EnableValidationLayer = False
BackendMultithreading = True
CommandBufferExecuteInterval = 100
DumpFramesAsImages = False
InternalResolutionFrameDumps = False
BackgroundShaderCompiling = True
DisableSpecializedShaders = False
EnableComputeTextureEncoding = True
EnableGPUTextureDecoding = True
InternalResolution = 1
[Enhancements]
ForceFiltering = False
DisableFiltering = False
MaxAnisotropy = 4
PostProcessingEnable = True
PostProcessingTrigger = 0
PostProcessingShaders = IshiirukaFX
ScalingShader =
UseScalingFilter = True
TextureScalingType = 1
TextureScalingFactor = 5
UseDePosterize = True
Tessellation = False
TessellationEarlyCulling = False
TessellationDistance = 0
TessellationMax = 6
TessellationRoundingIntensity = 0
TessellationDisplacementIntensity = 0
ForceTrueColor = True
PostProcessingShader =
FilteringMode = 2
[Stereoscopy]
StereoMode = 0
StereoDepth = 20
StereoConvergencePercentage = 100
StereoSwapEyes = False
StereoShader = Anaglyph/dubois
[Hacks]
EFBAccessEnable = True
EFBFastAccess = True
ForceProgressive = True
EFBToTextureEnable = True
EFBScaledCopy = True
EFBEmulateFormatChanges = False
ForceDualSourceBlend = False
FullAsyncShaderCompilation = True
WaitForShaderCompilation = False
EnableComputeTextureDecoding = True
EnableComputeTextureEncoding = True
PredictiveFifo = False
BoundingBoxMode = 2
ViewportCorrection = False
LastStoryEFBToRam = False
ForceLogicOpBlend = True
BBoxEnable = False
VertexRounding = True
XFBToTextureEnable = True
can you try selecting an efb scale of 2 or biguer?
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