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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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Did you try with master Dolphin? Because I know there have been quite a few commits recently about PAL games, the PAL60 mode and all that. Might be a general issue.
Is Framelimit set to Auto? Setting it to 60 makes 25/50 fps games run too quickly.
(06-15-2015, 10:46 PM)JosJuice Wrote: [ -> ]Is Framelimit set to Auto? Setting it to 60 makes 25/50 fps games run too quickly.

I set mine to Auto and have no issues Smile

MajorasMask

Thank You Tino!!! The latest update addressing high performance mode for Nvidia cards has fixed the stuttering problem on my PC when playing Dolphin that I have been trying to figure out for months! You're awesome! Big Grin
Good To know, i was worried that i was the only one with those problems Smile
Another PR that looks promising:

PR #2602 (Partial Texture Updates [WIP])
- Speeds up the rendering of certain texture animation effects by using EFB to Texture copies instead of (extremely slow) EFB to RAM.

If this can be made to work with Scaled EFB at higher than native resolution and not flicker like crazy, it would reduce the system requirements for running nsmb w2-4 @ 6xIR from a beastly GTX 980 + OC'd Core i5 to a mid-range GPU + Core 2 Duo.

Quote:PAL broken in Ishiiruka?

For PAL to work properly at 25/50fps, set the framelimiter to 'Auto' and make sure the 'PAL60' checkbox is unticked.

NOTE: PR #2596 (PAL fixes and improvements Part 2) is not merged yet.

But there's one thing (a missing feature) that spoils the PAL50 experience. Exclusive Fullscreen mode doesn't switch the display refresh rate to 50Hz, so you get jerky scrolling (50fps @ 60Hz) instead of silky-smooth (50fps @ 50 or 100Hz).
(06-16-2015, 11:14 AM)kirbypuff Wrote: [ -> ]Another PR that looks promising:

PR #2602 (Partial Texture Updates [WIP])
- Speeds up the rendering of certain texture animation effects by using EFB to Texture copies instead of (extremely slow) EFB to RAM.

If this can be made to work with Scaled EFB at higher than native resolution and not flicker like crazy, it would reduce the system requirements for running nsmb w2-4 @ 6xIR from a beastly GTX 980 + OC'd Core i5 to a mid-range GPU + Core 2 Duo.

[...]

If there is a flickering issue with the pr, can you report it on the pr page? The scaling is a seperate problem and if it is addressed, it will be done so in a different and later pr.
(06-16-2015, 11:14 AM)kirbypuff Wrote: [ -> ]NOTE: PR #2596 (PAL fixes and improvements Part 2) is not merged yet.

I'm waiting for that, because it's probably the update that contains the AF fix.

About PAL games, some of them had intense judder in the original console, like Luigi's mansion. I think there's a 60Hz code in one of the links posted by Devina.
Hi Tino. I have 2 issues to report about the most recent update. Out of nowhere my performance went terrible after trying the newest version. Also the SSAO part of the Ishiirukafx isnt working right. On every game its giving me lots of lines everywhere. All parallel to each other its just shadows going in lines. But my performance went from no frame drops at all to not getting past 50 fps.

The game i was using was super smash bros melee.
I have an i7-4790k 4.0 ghz, gtx 760 2gb, 16 gb gskill ripjaw ram so it shouldnt be a hardware issue.


Edit: It seems to be something with OpenGL making the lag. Was completely fine besides the shadow lines when swapped to d3d11.
(06-16-2015, 10:54 PM)CowlScatman Wrote: [ -> ]Hi Tino. I have 2 issues to report about the most recent update. Out of nowhere my performance went terrible after trying the newest version. Also the SSAO part of the Ishiirukafx isnt working right. On every game its giving me lots of lines everywhere. All parallel to each other its just shadows going in lines. But my performance went from no frame drops at all to not getting past 50 fps.

The game i was using was super smash bros melee.
I have an i7-4790k 4.0 ghz, gtx 760 2gb, 16 gb gskill ripjaw ram so it shouldnt be a hardware issue.


Edit: It seems to be something with OpenGL making the lag. Was completely fine besides the shadow lines when swapped to d3d
Thanks for the report, will take a look a t the ogl issue, about ssao, that is a known issue when you use low sample count, how many samples you have selected in the ssao configurartion?
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