(02-06-2015, 11:14 PM)Tino Wrote: [ -> ]just download a fresh copy of the emulator, and put a file named portable.txt on the same folder, then the emulator  will start with a local configuration with all the default config values.
Tried it and so far no glitching. Going to try bumping up the graphics options now and see what happens, thanks.
So here's what's going on now. I bumped up the graphics settings while the emulator wasn't running and when I started the game I had the same glitching. I then reset the settings to default again and this time started the game first thinking I could change the settings while the game was running and see what setting was the culprit. Come to find out if I make the changes while the game is running the glitches do not return. Only thing is when I stop emulation and go to start it again the glitching comes back. Below are the only settings that I change.
Change 1x IR to 3X
Change EFB from Texture Fast to Ram Fast
Check show fps
Check full screen
Check V-Sync
Resolution to 1920 x 1080
Aspect Ratio to Force 16:9
Anisotropic to 16X
Check Force Texture Filtering
Check OpenCL Texture Decoder
I figured out what was causing the glitching! I figured since whatever setting I'm changing seems to only make the game glitch if I change it while the game isn't running that I would keep changing each setting one by one and starting emulation to see if it's there. I even did the ones that I knew wasn't the culprit like checking show fps. By doing this I came to the conclusion that it was me checking OpenCL Texture Decoder that was causing the glitching. I'm so happy I figured it out, thanks Tino for your help. Now I'm off to test some games!
jajaj sorry is my fault, opencl texturre decother is currently not working rigth in all scenarios, have to make some changes to fix it forguet to disable the setting while is unestable.
in dx11 you don't need any external aceleration for texture decoding as it has gpu decoding already implemented.
I have a question because I just discovered this, is render to main window supposed to be ALOT faster? I noticed when I hit escape and I'm changing settings the framerate jumps up alot even though the game stayed in full screen. I figured I'd try the render to main window option and sure enough it is a HUGE speed up. I'm running DX11 and put it on 6x IR just to get the game to slow down to compare framerates. On New Super Mario Bros. level 2-4 which is hard to run I got 30 fps average without render to main window checked and 45 fps average with it checked.
that is wrong the speed should be the same in bth modes i will try to reproduce it
Good one, mi son is really happy using render to main give him a nice boost, now is my turn to find out the reason

For me only DX11 is affected by this but render to main window gave me 30-50% speed boost. I've been testing today on NSMB with 3 Dolphin builds, the latest stable build, the latest development build, and the latest Ishiiruka build. The DX11 speed boost affects the latest dev build and the latest Ishiiruka build but NOT 4.0.2. This has made Ishiiruka and the latest dev build now tied on DX11 for the fastest renderer for my computer which was before held by 4.0.2 on DX9. Here's my testing results of level 2-4 on NSMB using the 3 builds. These were all done using EFB to Ram on Fast with no AA, I tried to get 60 fps using the highest IR I could and this is my results.
4.0.2
OpenGL = 1.0x IR 57fps
Direct3D9 = 3.0x IR 60 fps
Direct3D11 = 2.0x IR 60 fps
Ishiiruka
OpenGL = 1x IR 48 fps
Direct 3D9 = 2.0X IR 60fps
Direct3D11 = 4.0X IR 60fps (Can nearly do 5.0X!)
4.0.5416
OpenGL = 2.0x IR 60 fps
Direct3D11 = 4.0x IR 60 fps
*Update: With a little more testing I came to the conclusion that Ishiiruka DX11 is faster than the latest dev build on DX11 render to main window.*
(02-04-2015, 10:33 AM)Skazzy3 Wrote: [ -> ]Hey I'm tight on disk space and I can't have two of the same iso's. So, is there a way to fix Gecko OS not loading properly on this emulator on all versions? Works on master
Wondering if this will be fixed.