I don't know if this adds helpful information or just confusion but with r610, I started noticing that when a shader is being compiled, the audio completely goes a way for about a second. Enabling audio time stretching seemed to make it go away but before this revision, I never used time stretching and did not run into this problem.
Best regards.
(03-30-2016, 01:18 AM)Hyllian Wrote: [ -> ]It's applied over Super-xBR output, so it would be even slower in C. I can only see a possible texture scaler with SSE optimization, otherwise it's useless.
And, to tell you the truth, I'm letdown by the results of texture scalers, because they have serious problems in texture borders. And there isn't solution for that.
So support for instructions like AVX2, AVX512, BMI and FMA is possible and would greatly increase performance of these scalers. Does xBRZ support any advanced instructions? About texture borders isn't some kind of heurestic possible? Though games scaled with XBRZ look fine compare difference with Desmume. By the way how Dolphin's post-processing is working, does it use HLSL for DX backend and GLSL for OpenGL or GLSL for both?
(03-30-2016, 09:39 PM)Tino Wrote: [ -> ]What backend are you using?
Direct 3D9, OpenGL doesnt even work(it closes immediately).
@israelc: you are comparing dx9 at master 4.0.2 vs current ishiiruka? that is bad comparation a lot has been added to dolphin to improve acuracy and event if you enabled async shaders, paralele shader compilation will reduce your fps a lot you should wait until shaders finish compiling or disable async shaders to get maximun performance on your system
@Tino, I don't have async shaders, and I am not comparing the accuracy, I am comparing the speed, isn't Ishiiruka supposed to run faster?
@ israelc: The async shader cache generation makes it feel faster because there's no annoying stuttering.
Ishiiruka has a lot of other features, it's not necessarily faster (at least in all games). Either way, why the hell would you use 4.0.2? Use latest dev build and compare that to Ishiiruka.
(03-30-2016, 01:24 PM)Kamikaze_Ice Wrote: [ -> ]I have and use the Steam Controller with Dolphin just fine with the desktop client (not Big Picture Mode).
Screenshot proof
You can see the Overlay is open in the background (playing Xenoblade), and also showing my Steam windows as proof of being in the Desktop client and not Big Picture Mode. Also included a mouse-over showing the two windows for Ishiiruka (app and game) and the shortcut I launched it from.
And I only play in Direct X11 backend, as you can see I don't have Windows 10 (it's 8.1). I've mentioned in previous posts that I'm forcing 2xSGSSAA, which can't be done in OpenGL backend (or I have the wrong secret decoder ring from my Cracker Jack boxes...
)
You might need to opt-in the "Beta" client, as it has the option to enable Big Picture Mode's Overlay (which is required for full feature access of Steam Controller features like the OSD menus if you use the radial daisy wheels or like seeing your inputs show up on the screen for TAS stuff.
Either way to make it work, go into your Client Settings and look for THIS SCREEN. If it's not there, then opt-into the Beta client and update to it and restart Steam and go back here and change the settings.
Then you're good to go!
hmm could you tell me what your launch options look like in the properties? like do you have it launch Ishiiruka and then you pick your ISO from there or do you have it launch straight into the ISO?
EDIT: just noticed that you are launching straight into dolphin and picking the ISO from there so it's not that. guess I'll keep messing around with it.
(03-31-2016, 03:17 AM)israelc Wrote: [ -> ]@Tino, I don't have async shaders, and I am not comparing the accuracy, I am comparing the speed, isn't Ishiiruka supposed to run faster?
if you compare ishiiruka to 4.0.2 it will run slower for shure an more on older hard. Is simple, ishiiruka have a lot more code and features than 4.0.2, and with time it has been optimized to run on newer hard, increasing resource usage, and slowing it on older hardware.
if you what to increase performance and you dont care about features just use an older version, you have a link on the main post to a full repository of the versions and for shure there you can fin version that will work a lot faster for you.
After some more testing this seems to be an Ishiiruka and possibly Windows 10 specific problem as the Overlay loads fine on the DX11 backend on the Master build but not on any of the DX backends in Ishiiruka. other people seem to have the same problem but no one really has a solution.
(03-30-2016, 12:10 PM)Tino Wrote: [ -> ]you talk about disabling Store efb copies to texture Only, and im talking about enabling "Skip EFB Access from CPU"
No, enabling this does not work. Runs like a slideshow in dev build Dolphin too. And this is on D3D11.
When I switch to OpenGL I am getting really good performance again. Better than ever really. Should I just be using OpenGL for certain games? I haven't seen any comparisons for performance lately but the game seems to running very well in 4K with this backend. Better than what I had in 560 with D3D11. Then again I think 11 is bugged right now.