The last pull request i made to master was the dx11 implementation of bounding box.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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06-19-2015, 09:32 PM
I'd personally like it to be Async Shader Cache Generation (the feature which makes most users switch to Ishiiruka), but I know it's not gonna happen >_<
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
More fixes and improvements merged to master:
PR #2593 (removes the useless 'Toggle IR' hotkey) PR #2623 (fixes the geometry shader regression) PR #2626 (D3D: fixes AF at '1x' setting) P.S. Interesting find (about PR #2602 / partial texture updates): @6xIR w/ unscaled EFB, enabling "format changes" reduces the frequency / intensity of those flickering, shadow-like glitches by an order of magnitude.
What I see is a new version of Ishiiruka... more merges from master
[not available for download] 06-20-2015, 06:51 AM
that is nightly work, will push the compilation later after some testing
06-20-2015, 08:11 AM
updated the latest folder witha new version, merged latest master changes, implemented an option to use scaling filter while resolving the efb to the screen to reduce aliasing. this will only work when efb size is larger than the output resolution. for example ussing a 6x efb in a 1080 display (looks great )
06-20-2015, 08:17 AM
(06-20-2015, 08:11 AM)Tino Wrote: implemented an option to use scaling filter while resolving the efb to the screen to reduce aliasing. Hohohohoho, thanks, Tino! Trying it in a minute. You bring happiness to me each time you update Ishiiruka .
CPU: Intel Core i5 4670k @ 4.4GHz
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