(12-06-2015, 04:13 AM)Red Buzzy Beetle Wrote: So objects disappearing while still on-screen is known as culling?Culling is not rendering what should be hidden surfaces. As you can clearly see the visible objects are being culled.
[Wii] Donkey Kong Country Returns
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12-06-2015, 09:21 PM
12-07-2015, 12:05 PM
(This post was last modified: 12-07-2015, 12:06 PM by Red Buzzy Beetle.
Edit Reason: Formatting
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Quote:Culling is not rendering what should be hidden surfaces. As you can clearly see the visible objects are being culled. I guess I misunderstood. Now I think I understand; the graphics rendering technique itself is known as culling. The problem I was talking about is simply graphical culling being visible on-screen during gameplay, when it usually should not be. Thanks for helping clarify that. 12-19-2015, 08:11 AM
Sorry it took so long for so little. I continued working on the invisible characters issue. 1st i want the game to behave the same on d3d and opengl, and i also want it to not do any weird stuff.
https://github.com/dolphin-emu/dolphin/pull/3355 https://dl.dolphin-emu.org/prs/pr-3355-d...est-x64.7z This is supposed to not work at all, if you use efb to texture only, no matter what other settings are used. Especially the IR setting and the scaled efb copy option. With efb to texture only disabled(efb2ram), it's kinda the other way around: It's supposed to always work, but only at low res, again no matter what other settings are used. JMC already tested this, but it would be nice to have some other test results. Important tests are both backends, each with both efb settings and different IR settings, including 1.5 and 2.5x. 02-17-2016, 03:47 PM
(This post was last modified: 02-17-2016, 03:49 PM by Red Buzzy Beetle.
Edit Reason: Will post screenshots later.
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(12-19-2015, 08:11 AM)mimimi Wrote: JMC already tested this, but it would be nice to have some other test results. Important tests are both backends, each with both efb settings and different IR settings, including 1.5 and 2.5x. As far as testing goes, on the recommendation of another Dolphin user, I recently tried running DKCR with my usual aspect ratio settings (I typically use Automatic/Window Size IR when playing any game) except turning off EFB to Texture Only. Note that I am using an older build of Dolphin because I am lazy and do not update often (See my user title), so the following method may not necessarily work for everyone, but is worth a try anyway. I found that the flickering ceased and that unlike with the other alternative (setting your IR to 1.5 or 2.5) Donkey Kong and Diddy Kong remained relatively sharp and high-poly, albeit with a noticeable black outline sometimes. But still, a lot better than the heavily pixelated sprite they turn into with the IR settings fix. Plus, everything else obviously looks sharpest when you allow Dolphin to detect and use your native resolution, so the graphics in general looked better. Just thought I would mention that it seems to possible to considerably lessen the graphical defect by simply disabling EFB to Texture Only. I hope to get around to posting some comparison screenshots later on.
As an update, Dolphin version 4.0-9142 ("Partial texture updates with parts of efb copies" by mimimi) fixes the problem with flickering / disappearing characters with scaled textures while using EFB to texture only.
ATM the fix only applies to OGL (which should be considered as a recommendation for the game for now), there is something wrong in the D3D(11) backend. D3D only works with IR 1.0, the characters start to flicker and disappear as soon as you increase the internal resolution. You can of course disable EFB to texture only, but this hits the performance hard. D3D problems are likely to be fixed later. EDIT: Fixed as of April 24th 2016, see below. 03-20-2016, 07:56 AM
(03-20-2016, 06:46 AM)TurboK Wrote: As an update, Dolphin version 4.0-9142 ("Partial texture updates with parts of efb copies" by mimimi) fixes the problem with flickering / disappearing characters with scaled textures while using EFB to texture only. ...or you can use the Ishiiruka build. I don't know what kind of work-around Tino has implemented but the characters do no flicker there, even with D3D and 3xIR. The game's ini does not disable EFB Copies to Textures but it does set the depth calculation to safe and the texture cache accuracy to normal (middle setting). This doesn't seem to affect performance much on my system.
Windows 11 | i7-9700K | NVidia RTX 4060 Ti 8GB | 32GB DDR4-3000
03-20-2016, 09:13 PM
Just wanted to confirm that DK and Diddy no longer flicker or become invisible when using the OpenGL backend. I've updated the wiki accordingly. Thanks, devs!
...aaand just like that Pull Request 3745 ( https://github.com/dolphin-emu/dolphin/pull/3745 ) was merged and DKCR works on D3D with any IR. And OpenGL, which was fixed earlier. Thank you, devs, again!
06-26-2016, 04:04 AM
Hi guys, this is my first post here!
I'm desperate to play this game using Dolphin!! WithDolphin 4.(something) I was getting ~30fps right from the start of the game! Yesterday I upgraded to Dolphin 5.0 and using default settings the game runs at 60fps only to drop to ~40 in the Island Map screen, and worse, in the second level. I think my machine is more than capable of handling this, maybe someone could help me choosing the right configuration settings on Dolphin to finally play this game! Help me pls
What are your system specs?
This is a demanding game, especially in parts where there are relatively fast scrolling and lots of onscreen action. Also, this game's default .ini file disables fast depth calculation to fix some parallax scrolling issues, which further deteriorates performance. If you are running vsync, try disabling it but running the game in borderless fullscreen. Assuming you are using Windows 7 or newer and have not disabled desktop composition, this will run the game smoothly without screen tear and not incur a significant penalty from dolphin's vsync functionality.
Windows 11 | i7-9700K | NVidia RTX 4060 Ti 8GB | 32GB DDR4-3000
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