Gundark: can you give mi more details on the problem?
Depending on song I have between 60-80fps on Ishiiruka aafb2fa in dx11 and Ogl. In dx9 it's 40-60fps. However, during a songs I have stutter for about half or third of a sec. that get song out of rhythm. In fps it's indicated as loss of 10-15fps so if a song is playing on 70fpe it drops for a sec. on 55fps but it pauses emulation for a moment. When set framelimit to auto it's still the same. At first I though that it was shader compilation issue, but setting compilation to asynchronous doesn't affect it. I can compare this branch only with wiibranch merged with 4.0 -206, but other members are tested with wiispeak 4.0 - 382 with weaker pc than mine, and didn't have these issues. Dolphin is set Efb to ram because a graphical glitch with dancers. It would help if someone would compile current master with wiispeak to compare with Ishiiruka and see the result.
updated the latest folder with a new version, merged latest core, and some stability fixes in dx9. Enjoy
Hello guys!
Thanks a lot for all the support!
This build is fantastic!
But I have a question.
What the best settings for Metroid Prime Trilogy?
Right now my setup is:
Graphics:
Dx11 - 4x Native AF 16x - Scale EFB
EFB->RAM - Fast
OpenMP - Predictive FIFO
Full Async Shader
Sound: DSP HLE - Time Stretching
PC: i7 2600K - GTX 670 2GB - 16GB RAM
The game is mostly working at stable 60 FPS.
But I still get some micro-stuttering from time to time.
(Always when leaving the morphing ball mode).
Is the micro-stuttering still unavoidable?
(10-29-2014, 12:18 PM)bola08 Wrote: [ -> ]Hello guys!
Thanks a lot for all the support!
This build is fantastic!
But I have a question.
What the best settings for Metroid Prime Trilogy?
Right now my setup is:
Graphics:
Dx11 - 4x Native AF 16x - Scale EFB
EFB->RAM - Fast
OpenMP - Predictive FIFO
Full Async Shader
Sound: DSP HLE - Time Stretching
PC: i7 2600K - GTX 670 2GB - 16GB RAM
The game is mostly working at stable 60 FPS.
But I still get some micro-stuttering from time to time.
(Always when leaving the morphing ball mode).
Is the micro-stuttering still unavoidable?
DX11 now has a GPU Texture Decode you dont need OpenMP, Time steching with that PC i think is not necessary maybe...., MP3 has some VPS/FPS desync not related with shader compilation slowdowns. Also if that slowdown is only becuase is a heavy gfx part you can disable Predictive FIFO and only use Full Async Shader to boost some fps.
First of all thanks for the new version Tino ! I have a question, when I tried to run the emu with the dx11 backend this error appears, but my card supports dx11 (Radeon HD 5770 Hawk). Maybe because I have old video drivers? (Catalyst 13.4 for better performance, +15 fps in emulators). Thanks!
that radeon should suport dx11 perfectly will try to investigate that. thanks for the report.
fcf3f14 crashes JD2015 soon after any song begins. On the plus side, graphical glitches with dancers in some songs in JD2014 are gone.
edit: seems like in dx9 it works fine. JD2015 crashes in dx11 and Ogl.
updated the lates folder with a new version, fix for some hangs i been having in some games, Gundark can you test if the hangs in jd2015 are related to this fix?