@Tino,
Is there a way I can help with slowdown issue in Xenoblade Chronicles? I've provided you with the data (graph) earlier, let me know if I can add to it by doing anything. Currently playing in "Bionis Leg" location, the game slows down pretty quickly there, but again save state -> load state and I'm back at 30 fps (expect cutscenes with fog/blue effects, but I'm ok with that, my tablet is pretty weak, especially graphics-wise).
@f3flight
I'm suspecting that is the gpu texture cache, you have to little gpu memory and when you advance iit can be filling it up. Will add an option to disable the cache to see if that helps you.
(08-31-2015, 11:25 AM)Tino Wrote: [ -> ]updated lates folder witha new version. @xSonic521x can you please test if the issues you discrived are still there?
Still a lot of crackling in the audio on v424, also, when I open Dolphin I get a weird error pop-up that says this in it:
wxWidgets Debug Alert
..\..\src\msw\dib.cpp(139): assert "hbmp" failed in wxDIP::Create():
wxDIP::Create(): invalid bitmap
Call stack:
[00] 0000000000716253
[01] 0000000000714640
[02] 0000000000520485
[03] 000000000051F01B
[04] 0000000000555FBC
[05] 0000000000555910
[06] 0000000000821203
[07] 000000000072AB39
[08] 000000000072ABFE
[09] 0000000000B6317D
[10] BaseThreadInitThunk
[11] RtlUserThreadStart
Do you want to stop the program?
You can also choose [Cancel] to suppress further warnings.
I have not encountered this issue on any of the other builds. (Sorry new to posting on this thread but have been using your Dolphin versions for awhile)
*EDIT, The heavy audio crackling seems to only be present when I'm using DSP LLE on Twilight Princess, when I switched back to DSP HLE there is only rare moments where the audio crackles. Also, this build seems to have fixed the issue I was having on Twilight Princess with the BG Music being louder than the Sound Effects using DSP HLE.
I'm still getting the issues sadly, also like the person above me said the audio crackling seems to be LLE related more so than HLE. As for performance, OpenGL does seem better so far, I want to say from just my observations it's only about 10% slower than Direct3D11 now though that's only from an hour of testing a few games between both methods, but from where it USED to slowdown, it's nowhere near as bad anymore.
New scaling textures features from PPSSPP are cool, the goo paint in Super Mario Sunshine, and mini map in Zelda Wind Waker now go nicely scaled and filtered, without issues unlike standart force filtering, many many thanks Tino
(09-01-2015, 06:08 AM)ZEROx Wrote: [ -> ]New scaling textures features from PPSSPP are cool, the goo paint in Super Mario Sunshine, and mini map in Zelda Wind Waker now go nicely scaled and filtered, without issues unlike standart force filtering, many many thanks Tino
Nice to hear it giving random good things a big boost. I use xBRZ in just about every emulator I use. It's a must. Games like 2D PS1 RPGs look absolutely amazing with it as do all the 16 bit games. Sometimes I opt for 3x in the 16 bit games with bilinear to give a nice rounded but not too sharp look. Hell, I was just playing Suikoden 2 with 5x on the new mod we got from a guy for ePSXe in the NGEmu forums.
Well I guess after reading the PSPPP info Hybrid plus Bicubic should be the way to go then if possible but some 3D games can look pretty whack with too much xBRZ. Deposturize should also always be checked I think.
Ha nevermind. I can barely use these anyway. xBRZ and the like don't seem to make much difference on SMG2 with texture pack at 4K. Bicubic alone makes the clouds nicer and is the only one I can even remotely afford. I cannot scale it past normal though or massive drops. Again, my PC is already strained a bit running this at 4K with texture pack but I get mostly 60FPS.
The other filters made the clouds look worse by sharpening them too much. Bicubic really does improve them quite a bit IMO as it should. They looked nasty before. I also use 4xMSAA so yeah my OC'd 970 and 2500K at 4.5GHz are doing all they can. I turned off most of any process that doesn't need to be on and play in classic mode on win7. Just barely affording the Bicubic.
Yup it isn't makes much difference for normal scaled textures, even less for custom i think, but if some games have issues with force filtering there's a big chance this new scaling will help
(09-01-2015, 02:53 PM)ZEROx Wrote: [ -> ]Yup it isn't makes much difference for normal scaled textures, even less for custom i think, but if some games have issues with force filtering there's a big chance this new scaling will help
Should help on any 2D games for sure. I'll try it out on NSMBU to see if it does anything at all for backgrounds and such. Tino, can you put a x level on the filtering slider just so we know which it is using?
(09-01-2015, 02:53 PM)ZEROx Wrote: [ -> ]Yup it isn't makes much difference for normal scaled textures, even less for custom i think, but if some games have issues with force filtering there's a big chance this new scaling will help
This new filtering option doesn't affect custom textures. I checked with some kinda low resolution textures.
(09-01-2015, 03:45 PM)Khronikos Wrote: [ -> ]Tino, can you put a x level on the filtering slider just so we know which it is using?
The slider options, from left to right, are x2, x3, x4 and x5. I know because I dumped some scaled textures at the maximum setting and they were 5x bigger at each axis.