(02-21-2015, 07:13 AM)pinchy Wrote: [ -> ]On ishiiruka palette efbcopies on efb2tex doesnt work on dx11 backend on my dx10 card but its working fine on dx9 backend. On master its fully working.
There is one glaring bug that i came across. The scanning in metroid 2 and 3 does not pick up anything on efb2tex. i have to switch to efb2ram for scanning to work. this also happens on master.
you recieve a error message on dx11?
Having a glitch with DX11 (not happening in master, DX9 is fine as well):
![[Image: aplvpw9v.png]](http://fs1.directupload.net/images/150220/temp/aplvpw9v.png)
updated the latest folder. please test if it fixes the issues reported in the dx11 backend.
My issue is still present.
(02-21-2015, 07:36 AM)Tino Wrote: [ -> ] (02-21-2015, 07:13 AM)pinchy Wrote: [ -> ]On ishiiruka palette efbcopies on efb2tex doesnt work on dx11 backend on my dx10 card but its working fine on dx9 backend. On master its fully working.
There is one glaring bug that i came across. The scanning in metroid 2 and 3 does not pick up anything on efb2tex. i have to switch to efb2ram for scanning to work. this also happens on master.
you recieve a error message on dx11?
As for the error msg i now dont get it anymore but before i simply just uncheck 'Use Panic Handlers' so i dont have to click ok everytime.
As for 274 with the latest fixes, its still not rendering paletted efb copies in efb2tex. In fact efb2ram is also broken as its not rendering it too.
For specifics in the glitches, in metroid prime infrared visor show grey scale on heated objects and the xray visor everything is blank except for the hud.
In zelda tp the map isnt showing.
In RS2 the targeting computer is broken and not showing any highlighted targets.
This is both on efb2tex and efb2ram. everything is working in dx9.
 After some research i guess the efb2tex scanning bug in metroid 2 and 3 is a known issue and is the reason why efb2ram is forced in the ini.
In the mean time i can just use master or dx9, although i prefer to use Ishiiruka because of the async shader options and its also a little faster which is huge for maintaining full fps in cpu intensive games like rs2 and mario galaxy.
(02-21-2015, 07:13 AM)pinchy Wrote: [ -> ]On ishiiruka palette efbcopies on efb2tex doesnt work on dx11 backend on my dx10 card
(02-21-2015, 08:14 AM)StripTheSoul Wrote: [ -> ]Having a glitch with DX11
Try the latest version - v274 (b33d44c)
Does anyone know why the on screen cursor isn't quite as sensitive as it is in the master branch? I have to turn my wiimote settings up to nearly max and even then the cursor moves slower than I'd like.
This happens while playing the Metroid Prime Trilogy, with Ishi v271. Have since gone back to the master brance due to this issue, but would love to come back to Ishi if I can figure out what is causing that problem.
(02-21-2015, 06:30 PM)kirbypuff Wrote: [ -> ] (02-21-2015, 08:14 AM)StripTheSoul Wrote: [ -> ]Having a glitch with DX11
Try the latest version - v274 (b33d44c):
Uses the depalettizing shader from master to fix the D3D11 error on dx10 cards
I did, it's not fixed here.
updated latest folder witha new version. merged latest master changes. implemented efb depalettizer using compute shader to speed up thigs a little where supported.
latest folder works fine on dx9 but doesnt on dx 11 i get dif colors or some textures doesnt show up like x ray visor on mp1 is just a black screen had to revert to the one before that cause gawd Metroid prime echoes is so smooth
Note: i deleted my shader cache and dolphin configs to make sure if it was that but still had the issue after doing so!!!!