Updated the latets folder witha new version, fixed crach in dx12 while resizing the screen. Added a new post processing mode, After blit , to recover misssing performance when using post proceccing with high efb scales, this should behave exactly as the old post processing system that was used in 510 and previus versions. testing and feedback are welcome.
I am having an issue with Skyward Sword. The third temple (the mining ruins) has an issue when you trigger the time crystal on the cart that auto progresses and you need to follow it. Only the items around the cart are rendered, everything else is black.
I checked the Dolphin wiki and this seemed to be an issue which you needed to move the EFB from Textures to RAM, but that doesn't seem to be an option anymore.
Should probably lay down some specs. I am using this current build that was uploaded a few hours ago, Nvidia drivers are all up to date and I tried all of the backends available. Software Rendering does show the entire scene but it runs at less than a frame per second so...
(02-08-2016, 12:29 PM)bantot123 Wrote: [ -> ]Did not need to do this "trick" in master. However, after doing the nun-chuck trick it works on Ishiiruka now, thank you for the tip.
Edit: Trick only worked to get past the intro screen, cannot get into any type of game-mode.
Remember to reconnect the wiimote at that point. Press A or even try F5 (or Alt+F5, not sure if the Alt is still needed).
(02-08-2016, 04:40 PM)YoshiFtJ Wrote: [ -> ]I checked the Dolphin wiki and this seemed to be an issue which you needed to move the EFB from Textures to RAM, but that doesn't seem to be an option anymore.
Setting EFB to RAM is the same as disabling Store EFB Copies to Texture Only.
Tino so...It isn't possible to add this feature? (To help the old users in performance)
updated the ltest folder witha new version, just a minor change to fix a small performance lost compared to master.
@Kirbypuff: this showld reduce the diferences in performance that you reported bethen master and ishiiruka.
(02-09-2016, 12:45 AM)Userx86 Wrote: [ -> ]Tino so...It isn't possible to add this feature? (To help the old users in performance)
don't know how difficult it will be to port those chages to that old version, a lot has changed in the core. will take a look and let you know
@tino
cool for revision last emu , the old bug fullscreen dx12 are missing now
thanks you and continue to amielorate this emu
kiss from france lover emulation man ;-) lol
(02-07-2016, 09:43 AM)Tino Wrote: [ -> ]this hang happends only when using dx12 or with any backend?
Dx9 and dx 11 work perfectly fine. Open gl has major frame drops at similar settings as when I use direct 3d but that has been a constant for me on dolphin. Dx12 is the only thing that causes the crash. I have been trying different settings to no avail.
I've found that DirectX 12 doesn't play nicely with Nvidia's ShadowPlay share feature, which causes dolphin to crash on booting a game. However, DX11 isn't affected by this. A solution is to click the drop-down button next to share and disable it for dolphin.