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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
08-14-2014, 02:45 AM
#751
Ultor
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https://mega.co.nz/ is down... Where can I find last build?
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08-14-2014, 12:50 PM
#752
KHg8m3r Offline
Doesn't sleep, just Dolphin and Robots
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Works fine for me right now. Try again.
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08-15-2014, 03:07 AM (This post was last modified: 08-15-2014, 09:44 AM by Darkness Knight.)
#753
Darkness Knight Offline
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Hi, this build fix the light glow in RE 1 & RE Zero (Wii)? settings recomended for this effect?

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Edit:

Resident Evil Archives:

Dolphin master-4.0-2556
[Image: On4jHy2l.jpg]

Dolphin Ishiiruka.56d6fc5.x64
[Image: qOV43G6l.jpg]


Resident Evil Zero Archives

Dolphin Ishiiruka.56d6fc5.x64 + Force Texture Filtering
[Image: uf4oDGBl.jpg]

Dolphin Ishiiruka.56d6fc5.x64 + NO Texture Filtering
[Image: OquOcOBl.jpg]

This issue is only offset related or the API/Dolphin not rendering the light glow? Without texture filtering look's awful, any recommendation?

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Edit 2:

Resident Evil Gamecube vs Dolphin:

Gamecube
[Image: cNh7sg6l.jpg]

Gamecube
[Image: ekhjRwWl.jpg]

Dolphin Ishiiruka.56d6fc5.x64
[Image: OevhBxyl.jpg]

Light glow is not working in Dolphin? =/.


Salu2 - Darkness Knight
CPU: Core i7 4770k @ 3.9GHz
GPU: Geforce GTX1070 @ v511.79
SPU: X-Fi Titanium Fatal1ty Pro @ XP 2.17.0001.8
O.S: Win10 21H2 x64

http://https://www.youtube.com/c/RetroGamingX1
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08-23-2014, 02:29 PM
#754
TheAleG
Unregistered
 
I have a low end computer
dual core @2.60GHz 2.60GHz
3gb ram
x64 win 7
GForge GT520

i'm playing The Legend of Zelda: Twinlight Princes for game cube on version 3.5 with ztp hack
comparing with my 3.5 dolphin at least in the beginning (in game):

On OpenGL:
its faster, aways 28-30 fps and 56-60 (as I said on beginning so can't test hyrule field now)
except then change scenes, or load a new place, for 2 second a brute slow to ~28 tps
the sound is better quality, but some are more low than on 3.5
loading save states still mute the game permanently
the map is glitched.
can alt tab full screen
if close with full screan on. stop working and crash
aways need to change aspect ratio to 16:9


On Direct3D9
fps 27~30
VPS 25~29
this fix the map texture when I load the save, but when I walk it glitches the cursor, and when go to another place it glitches

alt tab full screan = device lost, if try to return the game it stop working and only close with task manager
if after a alt tab I try to toggle full screen, instead apears device lost (fixed playing on maximized screen, is not a full screen but is better than windowed, and no fps or tps inpact)
slowly open the game
save states work normaly as other emulators
aways need to change aspect ratio to 16:9


I will try latter the WII version.

and I have a question, theres a way to fix the map, it apears as a glitched thing
in game minimap and big map attached croped to reduse size


Attached Files Thumbnail(s)
       
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09-02-2014, 05:05 AM
#755
StripTheSoul Offline
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Heya Tino, check out latest master builds. They've gotten crazy fast! It'd be interesting to see how fast your build would be with latest master merged, especially since it's gotten a little slow for me since the 'new TEV' (or whatever its name was again ^^) merge.
Since most of the new speed in master seems to have come from CPU emulation optimizations I guess it'll compliment your DX9 backend well...
Anyway, take your time 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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09-03-2014, 01:09 AM
#756
Tino Offline
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Hey, i'm still here don't worry i just burried in work, will try to merge soon when i have a little free time.
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09-03-2014, 02:35 AM
#757
Ultor
Unregistered
 
Hello! I've noticed that it does not work the Mayflash dolphinbar with the latest version. Sad
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09-03-2014, 02:50 AM
#758
Tino Offline
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that must be fixed when the latest core is merged
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09-04-2014, 01:18 PM
#759
Tino Offline
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updated the latest folder with a new version, latest changes from master merged an some other little tweaks.
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09-04-2014, 07:24 PM (This post was last modified: 09-04-2014, 07:48 PM by StripTheSoul.)
#760
StripTheSoul Offline
YouKittenMe?
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Hey, I didn't wanna push you Wink
But this is great! Even moooar speed ^^
Actually, most games I have play (mostly) at fullspeed now, on that old machine of mine Big Grin
The only thing that's really killing the joy (in some games it's ok, some games are utterly unplayable because of it) are the shader cache loading stutters.

A few things I've noticed when testing several games (these things are not necessarily new in the latest version):

1. When timestretching is not enabled, the sound is kinda shaky and wobbly, even at stable fullspeed. With timestretching it's fine. Just have the SMG2 title screen on for a few seconds and you should hear what I mean.
2. Timestretching (mostly works great! but) is a little glitchy in Mario Kart Wii; in the first few menu screens different tunes get kinda out of rhythm/sync (that might just be the normal timestretching effect, though); it's more obvious in the start melody of a race and especially in the melody after a race is over, it jumps around in the song, doesn't play through it normally.
EDIT: Wii Sports Resort also has this issue. You'll hear it right at the start. I guess it'll be more games then.
3. The shader cache stutters actually are worse today than they have been a few months back I think. They are better in the master build/D3D backend. They have gone from stutters to sometimes second-long-freezes.
4. Sonic Colors and Mario Sports Mix (and more games I guess) still have invisible menu windows. In former times, those could be fixed with some projection hack, today the only backend that doesn't have this issue is D3D.
5. The Display List Caching option is gone. Is it not needed anymore?

And one question: Does the DX9 backend also have the exclusive fullscreen mode now or is that only in DX11?

And a few thoughts about the cursed shader cache:

1. Are the stutters even all attributed to the shader cache? I'm not very knowledgable in these things, but what makes sense to me is that it's the shader cache when there are new effects on the screen. However, some games have their worst stutters in transitions to new areas (you can see this very well in Metroid Other M (when going through a door) or Red Steel 2 (this game has pretty much the worst stuttering ever, makes it pretty unplayable) and while, of course, new areas may also have new effects, I think that's not it. Might that not be something else? Texture loading? Geometry stuff? Maybe that's something where there's still potential for optimization is possible if not in the shader cache...?
2. So when I play a game for the first time, the stutters are the worst. Then Dolphin builds up these files and on the second run it's all smooth (well, at least the places where you've been before. New areas always make it stutter again). So if someone played through a whole game, wouldn't it be possible to take that person's file from the shader cache folder, put it in your own folder and then play through that game without any stuttering, even the first time around?
If so, I would suggest that we make some kind of little collection of users' shader cache files. Those who have played through a game, upload their files to some file hoster and everyone can download them when they want to play that game. Or would those files not work anymore as soon as one uses a new Dolphin version?
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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