The strobing could also be caused by some other program hooking into the driver to create a on-screen display (Steam/UPlay/Origin, FRAPS, Input Mapper (and some other Playstation controller driver forks, and controllers in general).
I experienced this when I was trying to play Tales of Zestiria via Steam. I was using Kaladian's fantastic tool to fix the crappy release state and had installed the OSD stuff for framerate tweaking my AA settings.
Caused particular scenes and one town to flicker like a strobe light like a shadow was being drawn and occluded in front of the camera constantly (I get this in Google Earth at work too, but only in street view and only in a few quadrants).
For Zestiria, turned out I had disabled but not removed the OSD stuff, and actually removing it is what fixed it for me.
I don't know if Khronikos is experiencing this, but this IS possible with some other games depending on how the game engine makes calls to the driver and what API techniques they use (Kaladian fixed Namco/Bandai's vsync by using a different method for example).
*Edit*
@Khronikos:
Have you tried any previous builds of Ishiiruka? What about using the FIFO player to record a little bit while you experience this for debugging purposes? Or a short video of what it looks like on your screen?
@rlaugh0095:
I don't think there's much that can be done. It's simply how Dolphin handles this stuff. See recent bug tracker posts:
#9125: Xenoblade - Incorrect Upscaled Lighting Effects
#9214: Broken Bloom On Metroid Prime 3 (Trilogy) When Above 1x Resolution
@Tino:
This is a
potential future feature question. I know you've already got a lot you want to add.
I thought of this after looking at the two bug reports above as a crappy alternative/solution
Currently, we can load shaders in a defined order of priority. And we can define when the shaders get applied to the scene via Post-processing triggers (swap/projection/efb copy/after blit).
Is it possible to expand on this and apply different shaders for different triggers? Is it possible to restrict the shaders to specific rendering passes (I don't know if this is possible due to how Dolphin wraps the console rending API/calls into something our video card drivers understand)? What about restricting shaders to specific passes?
I'll use Xenoblade as an example.
I use XFB Copy as my post-processing trigger. This keeps shaders from touching the 2D elements (HUD & UI), and keeps depth buffer dependent shaders like SSAO/SSGI from showing up in menus (like the "Strap Warning" screen before the game gets to the main menu, and full screen menus (map/party/item/load & save game menus)). The drawback to this trigger is that these shaders' effects have their intensity significantly multiplied. Oh, and EFB effects like light blooms (see: bug reports linked above) are ignored and drawn on top of the scene after shader processing. The only problem I have with this is I can't get shaders to look like they do with a Swap trigger, settings can't go low enough.
This is where my idea in question comes in.
I use EFB Copy trigger as a compromise. I don't want to see effects persisting through menus they don't belong in, but most importantly is because I don't want to SSAO factoring in stuff like image blooms for the effect. So in my head, I visualize myself having depth buffer shaders only being applied when and triggered by EFB Copy, and other shader like Tone mapping and color correction being applied and triggered by Swap (but not applied when triggered by EFB Copy).
This might wrong, and probably is, but this is it visually:
*Note: I have no knowledge of Dolphin's rendering process, so I'm pulling the term "pass" out of a hat. My intention is to go in steps to render the one final frame of a scene that we see.
1st pass: Internal resolution defined.
2nd pass: EFB Copy gets triggered, applies SSAO/SSGI/DOF),
3rd pass: 2nd pass gets copied to other frame buffer
4th pass: Game's frame buffer effects get rendered on top of 2nd pass (no shader processing)
5th pass: 4th pass gets sent to the "next frame to show" frame buffer, triggers "Swap"
6th pass: Another set of shaders get applied (Tone Mapping, sharpening, color correction, etc).
Again, I probably have this wrong, but I hope you can get the idea of what I'm trying to explain--being able to use more than one post processing trigger, with different shaders, at the same time.
What about using shaders for specific portions of the rendering chain? Like using one of Hyllian's shaders ONLY for the stuff in the above "4th pass" (and without it applying to everything prior to said 4th pass) as a way to deal with the stuff shown in those bug reports.