Dolphin, the GameCube and Wii emulator - Forums

Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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I just made a configuration for SSBM your FX is amazing!

Link

Smile
Thank, good work your preset is really good.
@Tino,

Graphs attached.

Dolphin was started twice here, so ignore everything to the left of around -0:43. The main run starts from about -0:43.
Game runs smoothly at 30fps. Throttling obviously starts at -0:39 but no noticeable change at that time, still at or close to 30fps. Over time fps drops, and usually faster when fighting. At around -0:03 fps got down to ~13. You can see that RAM usage over time drops too (green graph is FREE RAM, says "Data", blue one is % used, they are mirrored basically). The very interesting thing I noticed is that if I leave the cave - I am testing this bug in "tephra cave" - lowest floor, one of the first story missions - when I leave the cave my fps jumps back to 30. When I re-enter the cave, fps drops to where it was before I left it. So like this:
17 inside -> 30 outside -> 17 inside -> I walk around and fight a bit -> 13 inside -> 30 outside -> 13 inside.

I saved inside the cave at -0:03 and loaded right after. FPS jumped back to 30 inside the cave. As you can see, memory usage jumped up a bit at this moment.

Pretty strange stuff.
@cyrax33,

There is a bit of throttling as you can see from the graphs I have posted, but it definitely does not affect fps that much. Throttling starts in about 4 minutes after the game was launched but it takes away less than 10%, CPU keeps running at 91 degrees C according to the app, frequencies of both cores drop from ~2GHz to ~1.85GHz on average.

Tablet is Dell Venue 11 Pro 7140. Not advertising Smile
Well if the fix for natural aspect ratios on auto is in why does it still have the DX11 backend message on top. I'm all for perfect aspect ratios but the yellow text needs to go. Is there a button I am missing to make this go away. Running great otherwise. My audio problem must have been on my end as it works now. Wish the static breakup would be all eliminated at some point in the future.
(08-28-2015, 01:33 PM)Khronikos Wrote: [ -> ] Is there a button I am missing to make this go away.

Yes:

[Image: displaymessages.png]

On-Screen Display Messages.
I had written a problem, but it is set (y).
Added a small experiment to the latest folder, added support for texture scaling thanks to the texture scaler implementation ported from PPSSPP. please try and let me know your opinions.
Thanks to the great PPSSPP team for code.
@xSonic521x: is this what you where looking for?
(08-29-2015, 07:35 AM)Tino Wrote: [ -> ]Added a small experiment to the latest folder, added support for texture scaling thanks to the texture scaler 

It looks good  Big Grin . It requires more CPU power and time, just like in PPSSPP. The game that suffers the most (of the few I've tried) is Zelda Four Swords Adventures (slowdowns with the highest XBRZ settings, and very big slowdowns with bicubic and the other hybrid modes). Understandable as the game uses a huge quantity of tiles. It makes some of the upscaled textures I made pointless, except for the higher requirements of real time scaling.

By the way, the "DePosterize" option has the same description as "Swap Eyes" instead of its own.

Edit: oooooooooohhhhhh yessss!!!!! I had a theory: that maybe Dolphin would dump the upscaled textures. And it did! I can incorporate to the Zelda FSA texture pack textures directly dumped with this method. And I can use same scaling I was doing before, XBRZ x5.
(08-29-2015, 07:35 AM)Tino Wrote: [ -> ]Added a small experiment to the latest folder, added support for texture scaling thanks to the texture scaler implementation ported from PPSSPP. please try and let me know your opinions.
Thanks to the great PPSSPP team for code.
@xSonic521x: is this what you where looking for?

It is, thank you very much, It does seem to have some performance issues, like when watching a pre rendered cutscene in Kirby's Return to Dreamland it slows down a LOT with XBRZ, some games seem to not like 3x or 4x some semi-minor graphic glitches but I assume it's the scaling method (Assuming each part on it is an addition 1x), some games even have really minor glitches with just 2x but everything seems to like 1x just fine. =) The minor glitches were things like lines showing up on the screen above 2x on Resident Evil 2 and 3, Paper Mario N64, Mario Party 2, etc. The other glitch would be Kirby's eyes in Kirby's Dream Collection and Return to dreamland start to, I guess bleed into his body at 2x and up, causing him to look almost cross eyed, and at 2x I've noticed Midnas eye in Twilight Princess when she talks to you (when she's a shadow) just does this weird tv static type thing. But this is still a very nice feature! It especially compliments Paper Mario on the virtual console and as he said Four Swords. =) Speaking of Paper Mario and the Virtual Console, I've noticed two things. It seems OpenGL is a lot slower in Dolphin than Direct3D 11, I know it's a little more accurate but it's about a 20FPS drop with the same settings, and Paper Mario The Thousand Year Door seems to hate DirectX 11, crashing at various transitions in the game, OpenGL is fine but is sadly really really slow, I assume it's the box bounding for this game. As for the virtual console, N64 games for example seem to have a hard time running which they never did before, I have to use CPU Overclocking at about 152% or so for it to run at full speed, I wonder if that too is due to some weird coding or if it's just simply because of emulating an emulator IN an emulator. Either way I hope all this stuff helps you out.
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