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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
10-06-2014, 11:06 PM
#891
hyperspeed Offline
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Rain issue in Metroid Prime are still present too.
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10-07-2014, 02:16 AM
#892
dephined Offline
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(10-05-2014, 10:58 PM)marcosvitali Wrote: dephined: Interesting, Could you include Ishiruka DX11 in your benchmark? And what is your HW.

My system: Intel Coreduo e8400 (3.00ghz), Nvidia Gtx 650ti 2gb, Windows 8.1
I'm adding master Dolphin Dx11, because Ishiruka DX11 doesn't work, it keeps on displaying the message: "Dolphin has stopped working"

Spiderman SD copy to texture: master Dolphin (4.0-3471) DX11 44 fps - master Dolphin (4.0-3471) OpenGL 52 fps - Ishiiruka (cf06f37) DX9 45 fps
Spiderman SD copy to RAM: master DX11 29 fps - master OGL 23 fps - Ishiiruka DX9 30 fps

Forgotten Sands copy to texture: master DX11 56 fps - master OGL 76 fps - Ishiiruka DX9 72 fps
Forgotten Sands copy to RAM: master DX11 46 fps - master OGL 47 fps - IshiirukaDX9 55 fps

A shadow's tale copy to texture: master DX11 42 fps - master OGL 50 fps - Ishiiruka DX9 45 fps
A shadow's tale copy to RAM: master DX11 34 fps - master OGL 36 fps - Ishiiruka DX9 38 fps

Mario Kart Wii copy to texture: master DX11 65 fps - master OGL 77 - Ishiiruka DX9 73 fps
Mario Kart Wii copy to RAM: master DX11 46 fps - master OGL 31 fps - Ishiiruka DX9 47 fps

NSMB copy to texture: master DX11 130 fps - master OGL 153 fps - Ishiruka DX9 152 fps
NSMB copy to RAM: master DX11 42 fps - master OGL 36 fps - Ishiiruka DX9 43 fps
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10-07-2014, 07:46 AM
#893
Tino Offline
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dephined: can you test those games again but with the Dump vertex loaders option enebled and send the generated files?
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10-08-2014, 03:22 AM
#894
NaturalViolence Offline
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Are there any plans to implement asynchronous shader compilation or predictive fifo into master? These are some of the most useful features to me personally that dolphin has ever had. This is literally the only way to fix the stuttering in many popular games that normally freeze whenever shader compilation happens.
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10-08-2014, 03:46 AM
#895
neobrain Offline
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(10-08-2014, 03:22 AM)NaturalViolence Wrote: Are there any plans to implement asynchronous shader compilation or predictive fifo into master? These are some of the most useful features to me personally that dolphin has ever had. This is literally the only way to fix the stuttering in many popular games that normally freeze whenever shader compilation happens.

Nope.
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10-08-2014, 04:36 AM
#896
dephined Offline
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(10-07-2014, 07:46 AM)Tino Wrote: dephined: can you test those games again but with the Dump vertex loaders option enebled and send the generated files?

Here you are Smile


Attached Files
.zip   Mario Kart Wii.zip (Size: 1.04 KB / Downloads: 55)
.zip   Forgotten Sands.zip (Size: 1.6 KB / Downloads: 49)
.zip   Spiderman SD.zip (Size: 1.58 KB / Downloads: 47)
.zip   NewSuperMarioBros.zip (Size: 2.19 KB / Downloads: 60)
.zip   A shadow's tale.zip (Size: 1.1 KB / Downloads: 58)
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10-08-2014, 07:04 AM
#897
Tino Offline
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Updated the latest folder with a new version. metroid rain issue is fixed, and some new precompiled loaders thanks to dephined.
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10-08-2014, 08:26 AM
#898
mew Offline
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Tino, Is there any chance to fix this issue?:
Dolphin Ishiiruka:
[Image: Ww5am6Rl.jpg]
Dolphin Master:
[Image: ZC5U9Fvl.jpg]
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10-08-2014, 08:50 AM
#899
Tino Offline
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i'm still trying to findout the reazon for that Smile
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10-09-2014, 05:07 AM
#900
dephined Offline
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btw I found out that the problems I was having with asynchronous shader compilation were due to the fact that I had the framelimiter to off...with framelimiter enabled that option works very good and makes games that on master are a pain to play due to stuttering (like for example RE umbrella and darkside chronicles) finally really enjoyable, nice work!
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