It's normal Dolphin stutters in a i5 2500K stock even in 1XIR on wii games?
I'm using Ishiruka 524, Metroid Other M, Mario Kart Wii and Metroid Prime trilogy stutters all the time... I had to use Async Shader, but it's poping the game to cache textures. But in the Metroi Prime 3 (inside Metroid Prime trilogy) The game crashes randomly in the beginning...
(01-15-2016, 01:41 AM)sagaopc Wrote: [ -> ]It's normal Dolphin stutters in a i5 2500K stock even in 1XIR on wii games?
I'm using Ishiruka 524, Metroid Other M, Mario Kart Wii and Metroid Prime trilogy stutters all the time... I had to use Async Shader, but it's poping the game to cache textures. But in the Metroi Prime 3 (inside Metroid Prime trilogy) The game crashes randomly in the beginning...
Well, master and ishiiruka both have the shader cache stuttering if you don't enable Async Shader Cache Generation (no matter how good your computer is). With it enabled you have some pop-ups; but I find them much less annoying than the stuttering and after you've played once or twice, they should be mostly gone.
(01-12-2016, 04:07 PM)rlaugh0095 Wrote: [ -> ] (01-12-2016, 09:33 AM)CowlScatman Wrote: [ -> ]Tino is there anyway you could port this HBAO shader to ishiiruka? I feel like HBAO would be a nice addition to dolphin for the people who can run it and its much higher quality than SSAO and SSGI.
https://gist.github.com/fisch0920/6770346
I fully support this initiative and would contratct the work. :3
I've been messing around with HBAO in unreal engine 4 but have not a single clue how it would work in dolphin. But it's quality is rediculous
Bug report (I don't know when it happened): in both DX11 and OpenGL backends, SSAA behaves the same way as MSAA in Ishiiruka, instead of doing what it should. I compared them with "Auto (window size)" resolution to make it more apparent, and it was noticeable that nothing changed between for example 4xMSAA and 4xSSAA. GPU load is the same too.
In the official Dolphin builds, SSAA multiplies the internal resolution and then it's downsampled to the original internal resolution. It can be easily noticed in ground textures in the distance and 2D elements that are unaffected by MSAA.
Tino please fix the instant crash,It affects every pc 524 is on,and i wanna use he new features of 524 but i cant BECAUSE IT INSTANTLY CRASHES ON ALL BACKENDS AND SETTINGS WHEN LOADING ANY TYPE OF ROM.
@AlexS2412: sorry i'm out of town will try to fix it this weekend
Just tried Direct3d 12. It's good except there are tons of pixel glitches when antialiasing is enabled on my AMD HD 7850. This is on Metroid Prime.
(01-16-2016, 04:08 AM)Tino Wrote: [ -> ]@AlexS2412: sorry i'm out of town will try to fix it this weekend
Tino, for what it's worth, both D3D11 and D3D12 tested, I'm having 0 problems with 524 so far on my PC. It's likely to be a hardware/driver issue.
(01-16-2016, 03:55 AM)AlexS2412 Wrote: [ -> ]Tino please fix the instant crash,It affects every pc 524 is on,and i wanna use he new features of 524 but i cant BECAUSE IT INSTANTLY CRASHES ON ALL BACKENDS AND SETTINGS WHEN LOADING ANY TYPE OF ROM.
Because yelling at Tino in all caps as if you were paying his check will really really encourage him to "fix" anything.
(01-14-2016, 07:36 PM)JoostinOnline Wrote: [ -> ]Is that faster, slower, or the same compared to loading decompressed ones? Â I've got 16GB of RAM, so I want to use the fastest option.
I'd also like to know if there are any plans to enable per-game graphics settings. Â I need to edit the graphics settings for different games (like disabling "Store EFB Copies to Texture Only" for The Last Story, or increasing the resolution for games with hi res textures), then remember to change them back when I'm done. Â It gets confusing.
I'm sorry to repost, but it's been 2 days and it's getting lost in other replies. Does anybody have the answers to this?