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Dolphin, the GameCube and Wii emulator - Forums › Game Support › Wii v
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[Wii] The Last Story
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[Wii] The Last Story
10-21-2015, 06:38 AM
#611
mimimi Offline
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Hi,

i updated the speedhack to work with recent master versions, and also uploaded a windows binary:
https://forums.dolphin-emu.org/Thread-the-last-story-speedhack

Please keep all discussion about that build in the thread with the download link.

For those who don't know what it does: It makes the last story run at almost efb2tex speed, with working clothes.
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12-04-2015, 09:03 AM
#612
shenrai Offline
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Is there a reason the characters models and faces become blurry in cutscenes sometimes? As well as audio slowing down? Any settings to change that maybe?
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12-04-2015, 10:37 AM
#613
mimimi Offline
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(12-04-2015, 09:03 AM)shenrai Wrote: Is there a reason the characters models and faces become blurry in cutscenes sometimes? As well as audio slowing down? Any settings to change that maybe?

The blur is a known issue, which is not fixed yet. And the audio should only slow down when the game itself is slowing down.

You can try this build:
https://forums.dolphin-emu.org/Thread-the-last-story-speedhack
it should speed the game up quite a bit. That should fix your audio problem, if it is indeed just a general slow down.
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12-13-2015, 08:16 AM (This post was last modified: 12-13-2015, 08:18 AM by Dolemub42.)
#614
Dolemub42 Offline
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Is there any way to stop the shader compilation hitching/stuttering or minimize it? I get this a lot in this game, but much less in Super Mario Galaxy and not at all in Xenoblade.
PC:
Windows 10 Home x64
Intel Skylake 6700K @ 4.5 GhZ
Geforce 770 4 GB
16 GB DDR4 Ram
Samsung 840 EVO SSD
Latest Dolphin Development Builds (Currently: 4.0-8297)
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12-14-2015, 01:39 AM
#615
StripTheSoul Offline
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For now only by using the Async Shader Cache Generation used in Dolphin Ishiiruka.
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
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12-16-2015, 01:00 PM
#616
drhycodan Offline
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Is Ishiiruka any better than the master branch?
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12-16-2015, 04:56 PM (This post was last modified: 12-16-2015, 04:58 PM by StripTheSoul.)
#617
StripTheSoul Offline
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'Better' is the wrong word, it has its priorities set in different places. Dolphin master tries to be as accurate and hack-free as possible while Ishiiruka now has quite a few unique features (look at the first page); for me as a user who actually wants to play, especially the Async Shader Cache Generation is essential.
You should just try it out, you can use both versions alongside each other, they share the user folder.
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
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01-13-2016, 11:33 AM
#618
Dolemub42 Offline
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In recent builds I get texture corruption on Zeal's shirt texture. Any fix?
PC:
Windows 10 Home x64
Intel Skylake 6700K @ 4.5 GhZ
Geforce 770 4 GB
16 GB DDR4 Ram
Samsung 840 EVO SSD
Latest Dolphin Development Builds (Currently: 4.0-8297)
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01-14-2016, 06:54 AM
#619
drhycodan Offline
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What does the Async Shader Cache Generation do exactly?
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01-14-2016, 09:24 AM (This post was last modified: 01-14-2016, 09:25 AM by JMC47.)
#620
JMC47 Offline
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It decides that rendering the game is less important than a smooth framerate, and will trudge onward while a CPU thread is generating shaders. This results in missing graphics while everything is generated, but you don't get the stuttering. Dolphin normally waits until the CPU is done generating shaders before proceeding onward.

The issue with async shader generation, beside the whole missing graphics thing, is that a lot of games will render some 2D objects once to an EFB Copy, and never render it again; instead just using the EFB Copy to display it. In those cases, that object won't get rendered properly until the next time it is generated. I can definitely see why in some fast paced games that already have severe stuttering issues (F-Zero GX/Metroid Prime) why async shaders is preferred by some users.
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