(03-09-2015, 10:31 PM)Flowoftruth Wrote: [ -> ]Any help with what could be causing my Dolphin.exe has stopped working issues. Using i5 4460 with Nvidia 750ti GPU.
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  0xF73A3374 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
can you post more info on your configuration and what games you are using to reproduce the issue?
(03-09-2015, 06:53 PM)degasus Wrote: [ -> ]Hey Tino,
(03-09-2015, 01:20 PM)Tino Wrote: [ -> ]updated the latest folder with a new version. A little experiment to improve texture cache emory managemen and avoid continuous unnesesary reloading of textures. pleasd e test for regressions and performance difference.
did you see this PR? It's almost the same functionallity
Yes already review it and i like the idea of preloading the textures, but my commit is trying to adress a different issue, there are a lot of games that suffers periodic slowdowns and after some analisys i discovered that the cause was the continuos reprocessing of textures, and the worst is that was unnessesary because the gpu memory used was as low as 20 MB. so the idea behing this is to put a lower limit to the amount of memory that is ussed and before that don't even worry about cleaning up. my first aproach is very conservative, i put a 256 MB limit to start cleaning up and a 512 mb limit to make the cleanup more agressive, the next step will be detect the amount of dedicated gpu memory and set the limits as a fraction of that quantity. About custom textures the difference i made is that i try to avoid reload from disk, as you pr do, but keeping them on the gpu that is the main difference. As a next ster after stabilize my code i will try to do a texture preloading as is done in your pr, but i'm still thinking how to make it more stable because i don't like the idea of reserving 2 to 8 gb of memory just to store textures.
I just had a random crash with latest Ishiiruka (using custom textures, dunno if that's the reason) in SMG. Maybe the latest change has made it a little unstable?
I'm looking forward to the new custom texture handling. Even those little stutters ingame (as with the previous cache on load solution) kinda hurt the smooth feeling of games that Dolphin is now possible to deliver, especially with Async Shader Cache Generation.
(03-09-2015, 10:51 PM)StripTheSoul Wrote: [ -> ]I just had a random crash with latest Ishiiruka (using custom textures, dunno if that's the reason) in SMG. Maybe the latest change has made it a little unstable?
I'm looking forward to the new custom texture handling. Even those little stutters ingame (as with the previous cache on load solution) kinda hurt the smooth feeling of games that Dolphin is now possible to deliver, especially with Async Shader Cache Generation.
Please if you can reproduce the crash let mme know so i can track the issue
(03-09-2015, 10:32 PM)Tino Wrote: [ -> ] (03-09-2015, 10:31 PM)Flowoftruth Wrote: [ -> ]Any help with what could be causing my Dolphin.exe has stopped working issues. Using i5 4460 with Nvidia 750ti GPU.
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  0xF73A3374 : ?
Unhandled Exception
 Code: 0xC0000005
Call stack info:
  Dolphin!0x008902D1 : ?
can you post more info on your configuration and what games you are using to reproduce the issue?
Sorry. This happened with both Super Mario Galaxy and Zelda Twilight Princess with custom textures whenever i tried to move into a different area. (i.e from the mayors house to outside into ordon village in TP, from the hub to the first galaxy in mario).
Tried with different settings, currently on Direct3d9, auto res, no AA, scaled EFB checked, texture cache set to fast, external frame buffer virtual, bounding box set to CPU, predictive FIFO, full async shader compilation, fast depth calc, and load custom textures checked. .
I think I got found a clue on that half-screen issue I'm having with 'force 16:9' in the Star Wars games: The same issue I have with the Gamecube BIOS. And what do they have in common? They all need XFB (virtual) enabled. That doesn't explain why it doesn't happen for Dephined, but it's a start...
Here's how it looks:
Hello guys and thx for your good work tino !
sorry if you don't understand me i'm french and my english is very bad.
i use ishiiruka 289 and i think is ok
But i try to use 293 / 295 and i found a bug in mario kart wii
my config :
the bug :
If i have AA enable i have this bug.
If i have AA disable everything is fine.
I hope you understand me =) .
Thanks for the report i understand it perfectly will take a look
(03-09-2015, 10:31 PM)Tino Wrote: [ -> ]wow where you get that slowdown because i get the opposite result.
Update (after some more testing):
v295 has the same performance as v293 (there's no difference).
The 10~15% difference was due to that (old and well-known) inconsistent performance issue:
sometimes (once in every 5 runs) you get an extra 5~15% performance boost (depends on the title).
(03-10-2015, 03:03 AM)aCoolGuy Wrote: [ -> ]Hello guys and thx for your good work tino !
sorry if you don't understand me i'm french and my english is very bad.
*snip*
If i have AA enable i have this bug.
If i have AA disable everything is fine.
I hope you understand me =) .
You should really disable AA in Mario Kart Wii anyway, because it screws up the bloomFX (read the wiki page!).
https://wiki.dolphin-emu.org/index.php?t...o_Kart_Wii