What's your insight to this Tino in regards to the Texture Scaling hotkey for on and off instant access as well as texture dumping with the scaling. Also, any clue what could be causing that XFB issue on my end? .-.
(09-04-2015, 03:36 AM)xSonic521x Wrote: [ -> ]What's your insight to this Tino in regards to the Texture Scaling hotkey for on and off instant access as well as texture dumping with the scaling. Also, any clue what could be causing that XFB issue on my end? .-.
If the xfb issue happens on master, it's a general Dolphin issue...
I think it was an issue on master, but it might be fixed now. If it fixed, you could help Tino port the fix, by finding out what fixed it.
Tessellation! Tessellation! Tessellation!Â
It's an issue I get with the latest builds of official Dolphin and Ishiiruka, but not 424, I wonder what was added. And Tessellation? =) Sweet, and hopefully a better version of SSAO, boy, HBAO would be a could feature for Dolphin to have. Lol Tino would you mind taking a look into the XFB issue I mentioned please? Because now I'm not so sure if it's JUST on my end, and if it is I'm sorry in advance. ;-;
can you give more detail like game you tested and a spot where i can reproduce it?
I WANT to say any game that uses XFB as part of the Dolphin Graphics auto config, but a good example for me was Kirby's Return to Dreamland or Kirby's Dream Collection, both at the title with the characters doing idle animations. Opening up the graphics menu will disable the auto XFB effect (assuming you have it disabled before you launched the game), and before and after it should show 60 FPS, but when XFB gets disabled, it should FEEL like a 60 FPS game again compared to it looking like a 30 FPS one.
I tested this custom branch today and Tino should know that both Direct3D 9 and 11 work fine on Windows 10. If you use the D3D backend using the master branch, most games crash upon starting, or when some 3D graphics are about to appear on screen.
I don't know what other differences are there (apart from the CPU activity reduction), but using this branch I easily can play games that run faster on Direct 3D, than on OpenGL.
The hit for scaling on here is large if you are already stressing your system. But again I am playing at 4K with 4xMSAA and the better options like 16xAF and per pixel lighting. And then a game like SMG2 as well.
For me I cannot even use it on SMG2 but for Bicubic at default level, which is all I need and all that works xBRZ makes the clouds look horrible. Like I said at 4K the clouds look kinda nasty and clunky but Bicubic 1x basically solves the problem for me.
If I go to 2x the performance hits start coming in too regularly. If I go something like 3x Hybrid the FPS drops are into the 40s and possibly lower.
For other games it should be not too bad though, especially if you are not playing at 4K lol.
Since the switch to VS2015, the latest dev. builds run noticeably faster (even faster than Ishiiruka v426, if you revert that performance regression patch [PR #2172]).
It's time to update Ishiiruka:
* to VS2015 (using shared libs)
* merge the latest bugfixes from master (some of those patches improve the performance as well)
* remove the bloat (the bundled VS2013 .DLLs) from the 7-zip package (smaller size for a faster download)
*
add an option to disable Ishiiruka's additional VRAM cache (use the same amount of VRAM as the dev/master builds)
marcosvitali Wrote:Tessellation! Tessellation! Tessellation!Â
Sounds too good to be true.
Sounds like Tino has some things to do before the next update