• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 2 3 4 5 ... 117 Next »

[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
View New Posts | View Today's Posts

Pages (806): « Previous 1 ... 90 91 92 93 94 ... 806 Next »
Jump to page 
Thread Rating:
  • 33 Vote(s) - 4.55 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
10-10-2014, 04:33 AM (This post was last modified: 10-10-2014, 04:34 AM by Tino.)
#911
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
hellbringer616: About the issue with paletted textures, i will wait to see how that is solved in master, the common code in texture loading can't be diferent because it will break compatibility with a lot of existing texture packs.

President Magikarp: can you test, if xaudio with latency 0 has the same issue?
Find
Reply
10-10-2014, 04:41 AM
#912
President Magikarp Offline
Junior Member
**
Posts: 28
Threads: 2
Joined: Jan 2014
(10-10-2014, 04:33 AM)Tino Wrote: President Magikarp: can you test, if xaudio with latency 0 has the same issue?

Tried XAudio2 with HLE and LLE and latency set to 0. The audio is still a lower pitch.
Find
Reply
10-10-2014, 04:56 AM (This post was last modified: 10-10-2014, 04:58 AM by Tino.)
#913
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
disabling timestretching fix the issue?
Find
Reply
10-10-2014, 05:01 AM
#914
Topken Offline
Elven Dragon Wizard
***
Posts: 106
Threads: 3
Joined: Dec 2012
Way I understand the paletted texture problem is that the way it current works cuases Dolphin to use up to thousands of different texture ID's for a single texture throughout the game for a lot of textures like some UI elements and other things which currently causes textures packs to be HUGE with thousands of textures without even having the whole game retextured. Tino if you did do it for your branch only right now it would leave master alone and let people use that for current Texture packs. Down the line your changes can be merged and having to rename textures is going to happen sooner or later at some point if we really want to fix the paletted texture issue otherwise the current implementation is not a good way of doing things. Now if fixing the paletted texture issue helps to fix other issues that would be a good reason to fix paletted textures.
Find
Reply
10-10-2014, 10:21 AM
#915
President Magikarp Offline
Junior Member
**
Posts: 28
Threads: 2
Joined: Jan 2014
(10-10-2014, 04:56 AM)Tino Wrote: disabling timestretching fix the issue?

No, it's still persistent.
Find
Reply
10-10-2014, 03:50 PM
#916
StripTheSoul Offline
YouKittenMe?
*******
Posts: 4,639
Threads: 39
Joined: Oct 2009
@Topken: Ah, that's what you meant. Well, I don't think Tino should invest his time into that (of course he's free to do so if he wants to Wink ). If Ishiiruka and master had different implementations of the costum texture loading all existing packs would have to be renewed (and not just renamed or something, but there would be a lot of work in it because all textures would have to be redumped) and then two of them would have to exist at the same time, one for master and one for Ishiiruka. Let's say I doubt the devs would take a new Ishiiruka implementation over into master, even if it was flawless...
It does work now, it's just annoying when making packs and to have those giant packs. This is really something that should be well thought-through and made directly in master, for all graphical backends. This has to be perfect as soon as it gets implemented because you cannot expect from texture pack creaters to redo their packs more than once.
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
Find
Reply
10-10-2014, 05:24 PM
#917
Topken Offline
Elven Dragon Wizard
***
Posts: 106
Threads: 3
Joined: Dec 2012
Would NOT have to retexture anything would just have to rename the already done textures so that they matched the new system is all. Textures might have to redumped tho so that they can get the new file names but the work would have already been done on redoing the textures. Just look at the Xenoblade retexture thread for example. They currently have 2 ways of doing textures and one requires the Ishiiruka build since it uses Texmod which is 32bit only at this point in time.
Find
Reply
10-10-2014, 08:19 PM
#918
StripTheSoul Offline
YouKittenMe?
*******
Posts: 4,639
Threads: 39
Joined: Oct 2009
I know they wouldn't have to redo the textures themselves, but just ask the Xenochronicles texture pack wizards how much work the redumping alone would be. And they would have to redump to get the new file names. They already said they'd be willing to do it. But surely not more than once. So a restructuring of the textute cache should be perfect so it wouldn't have to be changed again which would break all tex packs again...
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
Find
Reply
10-11-2014, 10:10 AM (This post was last modified: 10-11-2014, 10:11 AM by Tino.)
#919
Tino Offline
Above and Beyond
*******
Posts: 2,276
Threads: 1
Joined: Oct 2013
updated the latest folder with a new version. please test if the issues reported in the dx11 backend are fixed and for those that where not having problems with dx11 if some performance is gained in this version.
Find
Reply
10-11-2014, 11:57 AM
#920
marcosvitali Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 96
Threads: 1
Joined: Nov 2009
well, Here mi tests.

Ishiruka dx11 in observatory SMG efb to texture, 2.5 IR, 1920 -> 136 fps
Master dx11, same config -> 100 fps
Master GL -> 90 fps
Find
Reply
« Next Oldest | Next Newest »
Pages (806): « Previous 1 ... 90 91 92 93 94 ... 806 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 5 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode