updated the latest folder with a new version, all the hangs caused by my last commit should be fixed now.
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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03-10-2015, 09:22 PM
Tino, I have a question. When you upload a new version, is it based on the newest official development build too? Because they got updatet every day.
03-10-2015, 09:28 PM
(This post was last modified: 03-11-2015, 12:15 AM by StripTheSoul.)
Nah, then he says something like "merged master".
He cannot do that every day, he's just one person working on Ishiiruka (and sometimes it's even better not to merge stuff immediately because it causes issues and has to be reverted or changed).
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
03-12-2015, 03:25 AM
(This post was last modified: 03-12-2015, 03:44 AM by President Magikarp.)
(03-11-2015, 08:40 PM)mark235 Wrote: Are there any plans to include async shader build up in the official releases? Asynchronous shader compilation isn't planned to be integrated in the master branch because desynchronizing the CPU and GPU threads to that extent can cause pretty significant problems in games like F-Zero GX and the Metroid Prime series, and Dolphin's development team doesn't want to deal with people reporting bugs related to it. That said, other Ishiiruka features are being looked at. An implementation of secondary FIFO will probably find its way into master eventually. 03-12-2015, 03:48 AM
(This post was last modified: 03-12-2015, 03:50 AM by StripTheSoul.)
I still don't really get it. Async Shader Cache Generation is the best that happened to Dolphin (well, unfortunately not to Dolphin proper) since... I dunno... long.
These issues it's supposed to have, I haven't got them. The only issues I've seen are only in very few games on the first run. Then no more issues and smoothness all the way. Dolphin has become so damn fast, but no matter how high-end your PC is, you still have those annoying stutters with Dolphin which - paired with synchronuous audio - kick you out of game immersion every time. And I haven't read of any ideas for a good alternative, yet (though, obviously, I'm not in the dev loop ).
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
03-12-2015, 04:59 AM
(03-12-2015, 03:25 AM)President Magikarp Wrote:The problem from master perspective is not a problem of syncrony, if you review the implementation async shader corrects a lot of issues caused by the fact that when a shader needs to be compiled the time taken by the gpu thread is to long to acuratelly emulate the gc/wii gpu timmings. with async shader you can grant that the gpu will alwas take the needed time to render a no more time. That is the reazon that reset issues with fzero and metroid disapear in ishiiruka when using full async shader compilation.(03-11-2015, 08:40 PM)mark235 Wrote: Are there any plans to include async shader build up in the official releases? the real problem from master perspective is that full async shader causes graphical glitches as it skips the geometry if the shaders are not ready to be used. And that using the same words from master developers is a hack that is comparable with PCSX2 hacks. From my point of view is really simple, i like to play games smoothly and if i have to view some missing geometry in some frames i'm good with that. 03-12-2015, 05:18 AM
that info is on the first post under the configuration section, it shows the sugested values for every situation.
(02-12-2015, 02:49 AM)Maxunit Wrote: Enhancements: 'Per-Pixel Lighting' is NOT recommended. If you enable this option, 10 times more shaders are being generated, causing huge stuttering issues and high GPU usage. If you want a stutter-free experience, you should NEVER enable this enhancement. (03-11-2015, 08:40 PM)mark235 Wrote: Tested with Ishiiruka v271, and so far the performance difference seems quite big compared to official release 4.0 5762. I had 1 or 2 stutters in 5 minutes, compared to a least 10 - 20 stutters in the official build. Try v273 --> Download It's a whole lot faster, with improved image quality as an added bonus (thanks to the paletted texture cache) The latest unstable build (v296) is also better than v271 (a bit slower than v273, but fixes some EFB2RAM and custom texture issues) (03-12-2015, 03:48 AM)StripTheSoul Wrote: Async Shader Cache Generation is the best thing that happened to Dolphin Ishiiruka. Another big feature of Ishiiruka is the 'Fast EFB Access' option. It boosts the 'CPU->EFB Access' and 'EFB2RAM copy' performance by 25% or more. Other notable features include:
03-12-2015, 07:36 AM
(03-12-2015, 06:10 AM)kirbypuff Wrote:(02-12-2015, 02:49 AM)Maxunit Wrote: Enhancements: Oh, I didn't know that. I've been using that option for years, after seeing that it looks better than per-vertex lighting. I'll keep that in mind and do some testing. About the async shader generation, my opinion is that I like options. I'd like to see this (or some equivalent) in master. Putting a warning and some red text saying "don't report bugs with this option enabled" should do the job, but well, must of us know that some people may not read things .I'm looking forward to the day I can play with async shader compilation + 3D options + texture precaching and caching (I should
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