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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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Here's a rundown of my Dolphin Settings for Metroid: Other M.

Everything not named is set to default.

Game Properties:
Quote:[Core]
CPUThread = True
SkipIdle = True
FastDiscSpeed = True
GPUDeterminismMode = fake-completion
[Video_Settings]
FullAsyncShaderCompilation = True
WaitForShaderCompilation = True
PredictiveFifo = True

Graphics:
General:
-Direct3D11
-1920x1080
-Force 16:9
-Use Fullscreen
-Hide Mouse Cursor

Enhancements:
-Auto (Multiple of 640x528)
-AA: None
-AF: 1x
-Scale EFB Copy
-Per-Pixel Lighting

Hacks:
-Fast EFB Access
-Ignore Format Changes
-EFB to Texture
-Fast Depth Calculation
-Predicitve FIFO
-Full Async Shader Compilation
(Wait for Shader Compilation cannot be activated)

I played a bit more and I found the following issues:

No matter if the Area is smaller or bigger, but mostly in bigger ones with more effects, I get slowdows even with the FPS Counter saying 60 FPS. HLE Audio Crackling included.

Shader-Related stuff like Explosions, Bombs etc cause stuttering first time and also after a specific time of not using them.

On Shader Compile, parts of the Area go black while Dolphin compiles the Shaders.

It is playable so far. I also observed my CPU Usage with my G15 Keyboard applet and it only uses up to 50% so far.
(02-12-2015, 02:49 AM)Maxunit Wrote: [ -> ]Here's a rundown of my Dolphin Settings for Metroid: Other M.

Everything not named is set to default.

Game Properties:

Quote:[Core]
CPUThread = True
SkipIdle = True
FastDiscSpeed = True
GPUDeterminismMode = fake-completion
[Video_Settings]
FullAsyncShaderCompilation = True
WaitForShaderCompilation = True
PredictiveFifo = True

Graphics:
General:
-Direct3D11
-1920x1080
-Force 16:9
-Use Fullscreen
-Hide Mouse Cursor

Enhancements:
-Auto (Multiple of 640x528)
-AA: None
-AF: 1x
-Scale EFB Copy
-Per-Pixel Lighting

Hacks:
-Fast EFB Access
-Ignore Format Changes
-EFB to Texture
-Fast Depth Calculation
-Predicitve FIFO
-Full Async Shader Compilation
(Wait for Shader Compilation cannot be activated)

I played a bit more and I found the following issues:

No matter if the Area is smaller or bigger, but mostly in bigger ones with more effects, I get slowdows even with the FPS Counter saying 60 FPS. HLE Audio Crackling included.

Shader-Related stuff like Explosions, Bombs etc cause stuttering first time and also after a specific time of not using them.

On Shader Compile, parts of the Area go black while Dolphin compiles the Shaders.

It is playable so far. I also observed my CPU Usage with my G15 Keyboard applet and it only uses up to 50% so far.

you never should use predictive fifo + waith for shader compilation + full async thats an error because waith for shader compilation and full async have the oposite effect.
if you wish for stability ( for example to eliminate the hangs in fzero) you use predictive fifo + waith for shader
if you wish for performance and the minimun amount of glitches use predictive fifo + full async shader compilation
if you wish maximun performance and don't care about the glitches use just full async shader compilation
be aware that predictive fifo is cpu consuming so spect less fps when using it.
for your pc recomend to enable just full async shader compilation it will give you a really nice game experience.
Thanks Tino.

I will play around with those 3 Settings a bit more based on your Instructions and report back.

EDIT:

Okay, with only Full Async enabled, it runs a tad better, slightly less stuttering and less audio issues. The only real issue now is the Shader Compilation and if I switch Rooms, which also most likely belongs to the Shader Compilation.
for the audio issues are you using timestretshing?
Thank you Tino,
for supporting direct3d9 and slower cpu's

Works great here Smile

Qaazavaca Qaanic

How difficult for me to take master, merge in async audio and some other improvements, and leave out some stuff to reduce the number of bugs some people talk about?
is not that hard, is on my roadmap, but i will wait until some changes on master are applied that will make my work a lot easyier.
I just enabled Time-Stretching and will see, if it fixes one or another issue.

If this fixes audio crackling, then the ONLY problems left are really down to Shader Compilation.

I also enabled Synchronize GPU Thread in the Properties Tab and it fixed a good deal of de-sync issues in cutscenes.

EDIT:

I just noticed a graphical issue in Metroid: Other M, which might also apply to other Games.

If the Camera zooms close to Samus in Rest Rooms or Save Rooms, I notice a lot of "dotted" flickering around the shoulders etc, most likely where stuff should glow with an alpha map. I will take a screenshot, if needed for "visual" clarification.
updated the latest folder with a new version. merged vbean elimination from master, but added a double video rate option to make easy the usage of 60 fps mods. Merged some fixes in vertexshadergen and the ability of setting efb scales up to 8x in the gui.
(02-12-2015, 07:48 AM)Tino Wrote: [ -> ]updated the latest folder with a new version. merged vbean elimination from master, but added a double video rate option to make easy the usage of 60 fps mods. Merged some fixes in vertexshadergen and the ability of setting efb scales up to 8x in the gui.

Thanks, I will download it asap.

I noticed, that I get audio crackling whenever the FPS drops below 60 FPS or 30 FPS depending on gameplay or cutscene.

I will try to capture some gameplay at some point.

EDIT:

Recorded some gameplay and I'm uploading it. Should be done in around 45 mins.
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