Hi,
Sorry if this the wrong place to ask a noob question but what benefits for x64 users (if any) does Ishiiruka Dolphin offer over the standard builds? I read that it helps 32bit Windows users and those with older hardware but would I get any added benefit out of it?
I am using 64bit Windows 7 on a Crucial BX100 250gb SSD, an i5-3570k @ 4.6ghz, a 980ti and 16gb RAM 1600Mhz. The principle games I play are Xenoblade and Last Story.
Many thanks in advance.
(11-09-2015, 09:54 AM)SanctuaryEphemeral Wrote: [ -> ]Hi,
Sorry if this the wrong place to ask a noob question but what benefits for x64 users (if any) does Ishiiruka Dolphin offer over the standard builds? I read that it helps 32bit Windows users and those with older hardware but would I get any added benefit out of it?
I am using 64bit Windows 7 on a Crucial BX100 250gb SSD, an i5-3570k @ 4.6ghz, a 980ti and 16gb RAM 1600Mhz. The principle games I play are Xenoblade and Last Story.
Many thanks in advance.
Well both games you mentioned are compatible with ssao as well as dof and other post processing effects. The post processing effects can have a huge benifit towards visuals if used right.
Is anyone else getting crashes on the dx11 back end on version 455 x64? As soon as I load a game it crashes. DX9 works fine.
@ rlaugh0095: I think he's rather talking about performance benefits.
Well, the most obvious one (though that has nothing to do with x64) is the Async Shader Cache Generation which takes away that annoying stuttering when seeing something new in a game.
updated the latest folder witha new version, a small bugfix, so issues wiith hull shader compilation on xenoblade and texture scaling should be fixed now.
(11-10-2015, 09:44 AM)Tino Wrote: [ -> ]updated the latest folder witha new version, a small bugfix, so issues wiith hull shader compilation on xenoblade and texture scaling should be fixed now.
The weird checkerboard glitch is gone now with texture scaling, thanks! Also your latest zip is a little weird. It comes with previous builds.
Hah, better than nvidia gameworks

@tino
Is there a way to get tessellation working on the N64 WADS?