Geforce GT 730 1GB latest driver
Config:
# GSWD64, GSWE64, GSWF64, GSWI64, GSWJ64, GSWP64, GSWS64 - Star Wars: Rogue Leader
[Core]
# Values set here will override the main Dolphin settings.
MMU = 1
TLBHack = True
# SkipIdle = False
FrameLimit = 0x0000000d
SyncOnSkipIdle = False
ProgressiveScan = True
[EmuState]
# The Emulation State. 1 is worst, 5 is best, 0 is not set.
EmulationIssues = Needs LLE audio for proper sound.
EmulationStateId = 4
[OnLoad]
# Add memory patches to be loaded once on boot here.
[OnFrame]
# Add memory patches to be applied every frame here.
[ActionReplay]
# Add action replay cheats here.
[Video]
[Video_Settings]
UseXFB = True
UseRealXFB = False
[Video_Hacks]
EFBEmulateFormatChanges = True
[DSP]
DSPThread = True
SW HLE Hack enabled.
OpenGL with FXAA = missing objects on the Hoth cuscene.
Fullscreen and Stretch to Window
I think any prefetch or cache texture settings cause the crashes.
Same problems on DX12.
Gonna recheck for specifics.
Maybe this build is only stable with IshiirukaFX enabled? I haven't even played with anything advanced yet.
Will you ever consider making a build for Android with the Ishiiruka improvements?
I am already tired of the shader stuttering causing so many annoying,match ruining pauses on Brawl.
If I was to make a normal map could someone test it out and hand me a screenshot (twilight princess GC)?
@retroben: you will not get less stutering from ishiiruka in android, async shaders in ogl is only implementable for some vendors at this point and i don't know if is even supported on mobile devices.
@ixlyzelion: i didn't forguet about you, I cannot reproduce your issue, can you try dx12 and see if that improves your speed? can anyone with the same hardware test dx9 to see if is a driver issue?
(12-30-2015, 12:37 AM)Tino Wrote: [ -> ]@Grimreaper: no problem
I went simple so you do not have to figure out what it is hylian shield albeit not sure at what intensity I should have set the normal map so it may be really bad and the hylian shield already doesn't have much detail as is lol but here is the link
https://drive.google.com/open?id=0B87TH-yTr_96VmR4WTI0ai1Sek0
It has the new texture map (slightly crisp version) and a norm map written with .nrm at the end it may need to be converted to another format (tga) not sure.
Hey Tino, is there a way to tell which games will be 'compatible' with the custom material maps feature?
I've been trying to get bump-mapping to work in Mario Kart Double Dash but nothing is happening
Is it one of those games that doesn't use the required lighting technique to utilize the bump-mapping/specular lighting feature? If so, how can we determine this with other games without having to go through the texture-making process?
Also, is it possible for you to implement support for games like Wind Waker and other games that use a different kind of lighting.
(12-30-2015, 06:26 AM)Roynerer Wrote: [ -> ]Hey Tino, is there a way to tell which games will be 'compatible' with the custom material maps feature?
I've been trying to get bump-mapping to work in Mario Kart Double Dash but nothing is happening 
Is it one of those games that doesn't use the required lighting technique to utilize the bump-mapping/specular lighting feature? If so, how can we determine this with other games without having to go through the texture-making process?
Also, is it possible for you to implement support for games like Wind Waker and other games that use a different kind of lighting.
I think we should all help document which one works and not, rlaugh0095 had a great list which is now on GitHub the wiki, so maybe we could add to that.