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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(02-09-2016, 05:35 AM)walfo1 Wrote: [ -> ]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.

Thank you so much. I disabled shadowplay and directx 12 started working. I got an immediate performance boost from using 12. Now I just need the controller input timing corrections from the January master to be implemented in the Ishiiruka build and I can officially move my wii out of my entertainment center Smile.
quick question: Are the post processing effects not available for direct3d 12? The options seem to disappear when I select it. I was going to use the IshiirukaFX shader.
Post proccesing is still not available under dx12
(02-08-2016, 04:40 PM)YoshiFtJ Wrote: [ -> ]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...
It's there. You need to read the descriptions to find it though.
See attached image.

[attachment=14369]


*Edit*
Note to self: Bottom of page does not equal End of thread. Oops.
This was answered by JosJuice (post #3,862)
Yes! The "after blit" option for post-processing fixes FXAA on OpenGL for Rogue Squadron!

Also... how did the banding artifact in the bloom for Spiderman 2 get fixed?
first topic bigger ishiiruka logo removed ... Undecided
(02-09-2016, 03:27 PM)Ulexite Wrote: [ -> ]first topic bigger ishiiruka logo removed ... Undecided

Yey, it's back.
getting some god awfull framedrops and stuttery audio bringing my game to a crawl in resident evil 4 wii edition using ishiiruk 549 on all backends . seems to be a sertin part in the game..first chapter after being kidnaptd and then big open area with huts ..go through metal door and as soon as i pass the coridor area with all the enemys..thats were the fps gose to hell..wondering if anyone gets this aswell. im pritty sure its emulator related beause i tryd it on latest dev build of dolphin and it did not happen..but i got a dirty error message later down the line when i got to the chearch insted :S
still getting major flickering in d3d12 when playing the endor at-st mission on rebel strike, if look at the ground the flickering stops, but looking up it starts flickering again.

if i click viewport correction while ingame it stops the flickering and i can play the whole mission, but upon restarting the game, flickering is back.

strange it only happens on this mission, the speeder bike one is fine and the rest are also fine.
Hmmm..... v549 didn't improve the performance, not even a tiny bit.

(V)RAM usage was never a problem with Ishiiruka (after the cache tweaks). Even D3D11 overhead (CPU load) is not an issue.
What's slowing down Ishiiruka is the higher stress it puts on the GPU (compared to master).
GPU load percentages (measured with GPU-Z) are up to 8% higher with Ishiiruka.

A quick and easy way to test this:

dkcr title (D3D11, min. FPS)
-------------------------------
master 4.0-8828 @ 6x = 102 [100% GPU load]
master 4.0-8828 @ 5x = 107 [74% GPU load]

Ishiiruka v549 @ 6x = 97 [100% GPU load]
Ishiiruka v549 @ 5x = 107 [79% GPU load]

Ishiiruka v304 @ 6x = 101 [94% GPU load] <-- no slowdown
Ishiiruka v304 @ 5x = 101

Ishiiruka v310 @ 6x = 97 [100% GPU load] <-- slowdown issue started from this version
Ishiiruka v310 @ 5x = 101
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