(02-01-2016, 01:29 AM)Tino Wrote: [ -> ]updated again please test if the reported issues are fixed.
@slarlac249: i cannot reproduce the crash issue in dx12 if you can give more info it will really help.
crashing seems to be random.
d312 glitches still present on endor levels, flickering, took a screenshot between flickers.
![[Image: Z59LMly.jpg]](http://i.imgur.com/Z59LMly.jpg)
(02-01-2016, 01:29 AM)Tino Wrote: [ -> ]Updated again. Please test if the issues are fixed.
Ishiiruka v541: (D3D11) NSMB texture and geometry issues FIXED
OK, the crash happens in the normal DX12 build too. I'll report it there.
(02-01-2016, 01:29 AM)Tino Wrote: [ -> ]updated again please test if the reported issues are fixed.
@slarlac249: i cannot reproduce the crash issue in dx12 if you can give more info it will really help.
My crashing when pressing tab in fullscreen in Xenoblade = fixed!
I was stupid and saved over my save with dunban so I can't check if his legs are fixed (him as NPC was fine, but only as party member did he have his legs cut off).
I've not seen any crazy geometry vertices flying all over the place.
I will continue to keep an eye out and will report back sometime tonight.
(02-01-2016, 08:22 PM)slarlac249 Wrote: [ -> ]hey Tino, any chance you can still add this;
https://github.com/dolphin-emu/dolphin/pull/1952
the efb2ram speed hack.
or did you it try and it and didn't do anything? never saw an update on this.
Did you at least bother to read on the link the reason why it was never included/removed from the master??
Quote:mimimi085181 commented on Jan 25, 2015
I'm closing this, because i managed to kill the repository it is based on, and also those "paletted efb copies" might get properly fixed within the new few weeks. When that happens, those paletted efb copies might work in efb2tex, rendering this PR useless.
Quote:4.0-5561 - Decode EFB Copies used as Paletted Textures by magumagu and ported to OpenGL by degasus
Last month saw the introduction of partial support for paletted textures without needing to store EFB copies to RAM. While this was a big step forward, it still didn't make things work correctly, and in some unfortunate cases, the partial support caused big problems in games!
Those worries were quickly alleviated when magumagu took up the task of decoding the EFB copies used as paletted textures. The result? One of the most demanding games in Dolphin, The Legend of Zelda: Twilight Princess, no longer requires EFB to RAM OR Safe Texture Cache for the minimap to function, and it can be upscaled!.
It's not just Twilight Princess that sees these huge benefits, the Tony Hawk Pro Skater games that use paletted textures for shadows can now avoid needing EFB copies to RAM. Rogue Squadron 2 and 3 no longer require EFB copies to RAM for their targeting computers. And all of the effects that use to need EFB copies to RAM for paletted textures can now be upscaled. It's always nice to get a big speed and graphical improvement all at once.
Thanks to degasus handling the OpenGL port of the feature, there are no longer any regressions from this change. A ton of games seemingly used this feature, so now may be the time to check your favorite game to see if now works with EFB copies to texture only.
https://dolphin-emu.org/blog/2015/03/01/dolphin-progress-report-february-2015/
Hey Tino, I have a question for you. If a game already has specular maps, do you have to replace those textures too, or will the new nrm override it?
The speclar light will be added to the one that te game already have, you can see that on mario galaxy for example
(02-02-2016, 09:20 AM)Tino Wrote: [ -> ]The speclar light will be added to the one that te game already have, you can see that on mario galaxy for example
Alright sweet. ^.^
By the way I found another compatible game.
https://www.youtube.com/watch?v=s-g0xAElkPA
The name of the game is Zangeki no Reginleiv
I have yet to test a texture, but you can see phong reflections on everything when it is enabled.
It also works perfectly with post processing to EFB, and depth shaders which is really nice. ^.^Â