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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
01-30-2020, 06:10 PM
#7,851
HenrikoMagnifico Offline
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(01-27-2020, 12:45 PM)Tino Wrote: still not updated, i take some time off will try to finish the merge on my vacations.

Tino please don't overwork yourself, chill on your vacation and stay away from work Smile
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01-31-2020, 10:03 AM
#7,852
ameermotala
Unregistered
 
Hi, I am running iishiruka 1099 64 bit and I am encountering an issue. First this occurred with Super Mario Sunshine, the issue was after awhile the game would fail to save and i would have to save state, delete the memory card then save again and that would fix it for a while then it would happen again. I changed to gci files but to no avail. I am now encountering this issue in Paper Mario Thousand Year Door and now am having to rely solely on save states but i would like to know if there is a fix. I tried turning off read only but no difference there. Now I cannot save at all in TTYD as it says I am not using the original memory card, but I didn't do the deleting trick for this one I did change from gci to memory card to see if the issue would go away then switched back to gci but it just won't save anymore.
Thanks
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02-01-2020, 01:44 PM (This post was last modified: 02-01-2020, 02:14 PM by retroben.)
#7,853
retroben Offline
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(01-27-2020, 12:46 PM)Tino Wrote: can you send you config file?

I  put all ini files from "User -> Config" in a zip since it wouldn't let me upload just the GFX ini file.
Are those the correct config files you asked for? I wasn't sure if they are.

Maybe I should check the most recent version/s for the issue too,mine is build 1085 still.

I also oddly noticed a minor bit of quality loss on master only if I set both 8X Native and 8X MSAA together (overkill settings to push quality limits with high risks just for visual testing) but still without the snakeskin-like or checkerboard appearance that Ishiiruka has.

A recent test was Sonic Adventure DX and also,I switched to Direct3D 12 on both versions because I recently found out Windows sabotaged OpenGL when concerning vsync checked in Dolphin while in windowed mode and preventing frame drops.
I think Vulkan also has the same conundrum of M$ sabotaging it too.

I mentioned earlier on that it doesn't seem to matter which backend is used for the visual pattern to appear on Ishiiruka in a number of games.
Summarized example of the issue appearing and not appearing; SADX has the issue while Simpsons Hit & Run doesn't.
It also does it regardless of progressive scan being checked,just to mention because I enabled that not too long ago in hopes of fixing the issue.

Edit: Forgot to mention,I have debugger active with a shortcut that I use regularly even though Ishiiruka lacks the option to restore the last changed ASM address which can make me use save state loading more heavily.

Edit 2: It still has the rendering quality issue normally without debugger active.

Edit 3: Just tested build 1099 and it still has the issue and I didn't even fully configure everything that I usually set.

Wait though,checking "Force 24-Bit Color" makes it go away,but the problem is that on Dolphin master builds this issue doesn't appear with 24-bit color unchecked.
How odd... Sad

Sorry for so many edits,now I just found that if I set master Dolphin to 8x Native then free look really close to the memory card texture in SADX,the quality is reduced but if I check 24-bit,the effect goes away.
Too bad that means I have to enable that option to get rid of that quality loss because it could mean other games not effected by it may be running in higher color quality which would explain things.
At least I found why it happens and can prevent it but,how do I make sure other games don't lose out on color clarity?


Attached Files
.zip   Config Files.zip (Size: 4.67 KB / Downloads: 150)
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Acer Aspire E 15 E5-575G-59EE

CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕
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02-02-2020, 04:01 AM
#7,854
Tino Offline
Above and Beyond
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(02-01-2020, 01:44 PM)retroben Wrote: I  put all ini files from "User -> Config" in a zip since it wouldn't let me upload just the GFX ini file.
Are those the correct config files you asked for? I wasn't sure if they are.

Maybe I should check the most recent version/s for the issue too,mine is build 1085 still.

I also oddly noticed a minor bit of quality loss on master only if I set both 8X Native and 8X MSAA together (overkill settings to push quality limits with high risks just for visual testing) but still without the snakeskin-like or checkerboard appearance that Ishiiruka has.

A recent test was Sonic Adventure DX and also,I switched to Direct3D 12 on both versions because I recently found out Windows sabotaged OpenGL when concerning vsync checked in Dolphin while in windowed mode and preventing frame drops.
I think Vulkan also has the same conundrum of M$ sabotaging it too.

I mentioned earlier on that it doesn't seem to matter which backend is used for the visual pattern to appear on Ishiiruka in a number of games.
Summarized example of the issue appearing and not appearing; SADX has the issue while Simpsons Hit & Run doesn't.
It also does it regardless of progressive scan being checked,just to mention because I enabled that not too long ago in hopes of fixing the issue.

Edit: Forgot to mention,I have debugger active with a shortcut that I use regularly even though Ishiiruka lacks the option to restore the last changed ASM address which can make me use save state loading more heavily.

Edit 2: It still has the rendering quality issue normally without debugger active.

Edit 3: Just tested build 1099 and it still has the issue and I didn't even fully configure everything that I usually set.

Wait though,checking "Force 24-Bit Color" makes it go away,but the problem is that on Dolphin master builds this issue doesn't appear with 24-bit color unchecked.
How odd... Sad

Sorry for so many edits,now I just found that if I set master Dolphin to 8x Native then free look really close to the memory card texture in SADX,the quality is reduced but if I check 24-bit,the effect goes away.
Too bad that means I have to enable that option to get rid of that quality loss because it could mean other games not effected by it may be running in higher color quality which would explain things.
At least I found why it happens and can prevent it but,how do I make sure other games don't lose out on color clarity?
can you please test the latest version to see if the quality improves?
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02-02-2020, 05:46 AM
#7,855
retroben Offline
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Posts: 328
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I already checked that latest version of Ishiiruka of 1099 and it looks the same with what I thought was a real issue but it still looks different on unchecked 24-bit to how Dolphin master looks with 24-bit unchecked as well for some odd reason,the pixel density is different between Dolphin and Ishiiruka but both will exhibit expected reduced quality when compared to forcing 24-bit color in either one which corrects the problem and then both versions look the same.

Due to the nature of it,the visual effect is actually just dithering caused by bit color typing.
So its not really an issue it was just poor choice of customized settings.
Shield TV Pro (stock/non-rooted OTA 6.3)

Acer Aspire E 15 E5-575G-59EE

CPU: i5-6200U 2.3-2.8Ghz _ GPU: Nvidia GeForce 940MX 2GB (GDDR5) VRAM
Hyundai 8GB DDR4 Dual-channel SDRAM _ 1000GB HDD
New; CPU: Intel i9 9900KF_ GPU: Nvidia RTX 2060 Super | ◕‿◕
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02-02-2020, 08:38 AM
#7,856
Tino Offline
Above and Beyond
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Posts: 2,276
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(02-02-2020, 05:46 AM)retroben Wrote: I already checked that latest version of Ishiiruka of 1099 and it looks the same with what I thought was a real issue but it still looks different on unchecked 24-bit to how Dolphin master looks with 24-bit unchecked as well for some odd reason,the pixel density is different between Dolphin and Ishiiruka but both will exhibit expected reduced quality when compared to forcing 24-bit color in either one which corrects the problem and then both versions look the same.

Due to the nature of it,the visual effect is actually just dithering caused by bit color typing.
So its not really an issue it was just poor choice of customized settings.

1100 is already uploaded toaddres your particular issue Smile
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02-02-2020, 09:15 AM
#7,857
djneo Offline
Above and Beyond
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Posts: 1,307
Threads: 30
Joined: Jan 2016
Tino, any chance or plans you could look into that missing crowd with the higher internal resolutions issue, or is it something I have to live? Smile)

Thanks.
specs:

Windows 10
Intel i7-9900K @ 4.9Ghz
32 GB RAM
Nvidia 1080ti
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02-02-2020, 05:00 PM
#7,858
Overhaul
Unregistered
 
Just got a
surface pro X
Windows 10 arm64
8gb ram

can only run the x86 version on the acount of running only arm64 bit
any spec recommendations
also any chance you might work on a WoA version?
if not cool and thanks
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02-04-2020, 03:12 AM
#7,859
oioioi99 Offline
Junior Member
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Posts: 31
Threads: 2
Joined: Mar 2016
(01-27-2020, 12:45 PM)Tino Wrote: dx11 or dx12 should give you the best queality/performance

Thanks Tino, I'll just stick with dx12 then!
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02-07-2020, 06:02 AM
#7,860
Explo
Unregistered
 
Hi,

I feel like this didn't use to happen but since I updated my Radeon software version, I've had random crashes while using Dolphin with DX12.
I managed to get the error message through the logger, here's what the error is :

Quote:18:20:320 c:\users\jas\documents\github\ishiiruka\source\core\common\msghandler.cpp:88 E


[*]: Warning: DX12::TextureCache::CreateTexture failed in c:\users\jas\documents\github\ishiiruka\source\core\videobackends\d3d12\texturecache.cpp at line 269: Failed HRESULT : 887A0005
[*]


While reading posts on here, I found that someone said to disable Multi-Threading. I did so, but it happened again. This time, the message had changed and is the following :



Quote:38:03:332 c:\users\jas\documents\github\ishiiruka\source\core\common\msghandler.cpp:88 E


[*]: Warning: DX12::D3DCommandListManager::ExecuteQueuedWorkAndPresent failed in c:\users\jas\documents\github\ishiiruka\source\core\videobackends\d3d12\d3dcommandlistmanager.cpp at line 182: Failed HRESULT : 887A0005
[*]


[*]


From this point I can't seem to get anywhere. Does anyone have an idea of what the problem might be ?

Thanks in advance,

Explo
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