(12-05-2015, 06:36 PM)TortusAmatus Wrote: [ -> ]I'm trying to make some changes to Ishiiruka Dolphin. No series dev work yet, just playing around. I grabbed the latest code right off of GitHub. When I build it with the Release configuration, everything works fine. When I build the debug configuration, I can't run it without serious problems. It crashes on startup for Twilight Princess, and crashes when loading a save file or save state for Xenoblade. This is not normal, right?
Not normal at all, will test it and try to discover the problem, thanks forvthe report. can you give more detail on the configuration you are using?
Updated the latest folder with a new version.
@The Hero of Time: please test if the issues you descrived with deterministic gpu are fixed.
@TortusAmatus: I was unable to reproduce the issues you descrived,, i was abl e to run zelda tp and load/save states inside xeboblade runneing in debug and release mode without problems, if you can give me more details on your config and the error you are getting i will try to reproduce it to fix it.
(12-06-2015, 03:12 AM)Tino Wrote: [ -> ]Updated the latest folder with a new version.
@The Hero of Time: please test if the issues you descrived with deterministic gpu are fixed.
@Tino: Tested this issue, solved at least for me in Boom Blox Party Wii; working deterministic dual core fake completion in version Ishiiruka 485.
PS: Do you know why deterministic dual core breaks Star Wars Rogue Leader even in master?
(12-05-2015, 09:43 AM)Tino Wrote: [ -> ]updated latest folder with a new version, just small fixes and merge master.
(12-04-2015, 11:39 AM)shockdude Wrote: [ -> ]Thanks for merging PR#2172. Temps and CPU usage are much lower, and I can now run at a higher CPU clock speed without overheating.
- PR #2172 got merged? Since when?
What's *really interesting* is that even with this merge, Ishiiruka has *none* of the performance issues that plague the master builds (huge performance drop and/or a wildly variable framerate that changes every second). Seems like Ishiiruka does some things differently (probably some of the tweaks from Galop1n that are not yet merged into master or some Ishiiruka-specific bugfixes by Tino).
Example:
NSMB @ 6xIR, D3D, EFB2
RAM
=======================
Ishiiruka v483
----------------
Title = 51 FPS
w1-1 = 40 FPS
Master 4.0-8297
------------------
Title = 27 FPS
w1-1 = 24 FPS
- There are still some unneeded / deprecated files in the 'Themes' folders (nobanner.png , fileplatform.png)
- The Texture Scaling slider still lacks a '6x' setting (it also requires the 6x BRZ patch)
- Some (nice) new PRs that are worth merging: PR #3315 , PR #3309
(12-06-2015, 03:12 AM)Tino Wrote: [ -> ]Updated the latest folder with a new version.
@The Hero of Time: please test if the issues you descrived with deterministic gpu are fixed.
@TortusAmatus: I was unable to reproduce the issues you descrived,, i was abl e to run zelda tp and load/save states inside xeboblade runneing in debug and release mode without problems, if you can give me more details on your config and the error you are getting i will try to reproduce it to fix it.
Everything is booting up fine now, Tino. Thanks so much!
(12-06-2015, 04:39 AM)kirbypuff Wrote: [ -> ] (12-05-2015, 09:43 AM)Tino Wrote: [ -> ]updated latest folder with a new version, just small fixes and merge master.
(12-04-2015, 11:39 AM)shockdude Wrote: [ -> ]Thanks for merging PR#2172. Temps and CPU usage are much lower, and I can now run at a higher CPU clock speed without overheating.
- PR #2172 got merged? Since when?
What's *really interesting* is that even with this merge, Ishiiruka has *none* of the performance issues that plague the master builds (huge performance drop and/or a wildly variable framerate that changes every second). Seems like Ishiiruka does some things differently (probably some of the tweaks from Galop1n that are not yet merged into master or some Ishiiruka-specific bugfixes by Tino).
Based on my brief research I'm pretty sure the "performance regression" was some sort of misconfig. PR#2172 was one of the things I missed about dolphin-master.
Not sure when it was merged; I was planning on compiling my own custom Ishiiruka build with PR#2172 patched in, but then I checked Ishiiruka's source code and saw that the code was already there. Might have been a result of
my post from a month and a half ago.
I'm writing some post processing shaders for Ishiiruka, and I was wondering whether the GC's gamma correction is applied before or after the filters are applied. I also noticed the function ApplyGCGamma is available. If Dolphin applies gamma correction itself, then what's the point of having that function?
@TortusAmatus: you chiose if the gamma correction is applyed or not. Is you call that function you apply the native gamma value, if not is up to you how you proccess the output color.
Just made this account to thank you guys ...
With this version my crap pc can run full speed xenoblade at 3x resolution with hd texture pack ...
impressive performance over master
My specs are Q6600@3gz AMD5870 1gb and 4gb dd3 i am like 30 hours into the game no issues 30 fps
Million thanks
Hi! greetings
My first post, sorry my english. Â I just came here to say a big THANK YOU to the developer of this build of Dolphin, is amazing
My OS right now is windows XP x64 (sadly latest release dont work anymore in XP) but i just download one "Ishiruka.8b64cb3.64"  that work great
A question, from the old releases, what the "order"? i feel a little confuse, i start downloading some, and check the about for "compiled" date, Â but there is too much files
Thanks a lot for the good work