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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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So I have tried a few builds and even completely wiped my GFX settings and am still encountering errors. I can post my config if necessary but I have done a few complete wipes and tried 610 and it still renders the pikmin in Pikmin 2 the wrong color. Also, I am noticing that if I switch games without shutting dolphin down entirely it will jumble up textures in the next game/crash. This happens using any backend (OpenGL, D3D9/11/12) so I think it may be a core issue rather than just some silly settings as I have changed nothing and the latest dev build renders things just fine.

Graber

Metroid: Other M is unplayable with lastest beta build. It just "resets". If I press A on the "put your wrist on" screen it fades out and then the same screen again and again and again. Tested with all backends.
(03-31-2016, 07:27 AM)Graber Wrote: [ -> ]Metroid: Other M is unplayable with lastest beta build. It just "resets". If I press A on the "put your wrist on" screen it fades out and then the same screen again.

A change in master led to problems with Metroid: Other M. It's currently under investigation.
Here's the log from the overlay if anyone smarter than me could make sense of it, it seems like it's trying to hook into both OpenGL and DirectX? then it aborts the DirectX one for some reason

@LoganK93: please share your config and your specs to get more detail on the issue.
@Graber: the issue is under debuging.
@Khronikos: no idea then the only relevant change betwen 560 and 565 in the implementation of cached efb access in dx9/11/12, but the effect of that should go away if you disable efb access ir really lost here.
(03-31-2016, 08:03 AM)Tino Wrote: [ -> ]@LoganK93: please share your config and your specs to get more detail on the issue.
@Graber: the issue is under debuging.
@Khronikos: no idea then the only relevant change betwen 560 and 565 in the implementation of  cached efb access in dx9/11/12, but the effect of that should go away if you disable efb access ir really lost here.

As far as specs I am running an Alienware i7 machine with whatever Nvidia GPU is bundled in it. And do you want the main dolphin config or just the GFX? I still doubt it's being caused by my config as regardless of settings they show up wrong unless I don't use an ishiiruka build. The latest stable and dev builds work using literally identical settings.

Main config

GFX
(03-31-2016, 08:14 AM)LoganK93 Wrote: [ -> ]As far as specs I am running an Alienware i7 machine with whatever Nvidia GPU is bundled in it. And do you want the main dolphin config or just the GFX? I still doubt it's being caused by my config as regardless of settings they show up wrong unless I don't use an ishiiruka build. The latest stable and dev builds work using literally identical settings.

Main config

GFX
can you disable CacheHiresTexturesonGPU, post proccessing, pixel ligthing, phong ligthing, and see if the issues remain?
(03-31-2016, 07:04 AM)ThisIsMyDogKyle Wrote: [ -> ]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.
For Dolphin/Ishiiruka:
If I assume you are running games in "Fullscreen", how does it behave with Borderless Window? (Ishiiruka Borderless Window option is located in the "Advanced" tab of the graphics options of each backend.)


For Steam:
Yes I do open dolphin.exe directly.
Silly question, do you turn the Steam Controller on BEFORE launching your Steam shortcut to dolphin.exe? The overlay for the controller won't get loaded otherwise and thus not work.

Another silly question, but is your overlay correctly bound (default= Shift+Tab)?

Does the right overlay work in other DirectX 11 games?

How are you running Steam? In desktop or "Big Picture Mode"? Try using whichever method you're not using (refer to my previous post to find the compatible overlay option for the Steam Controller when using the traditional desktop client). Both overlays hook in differently.
Be sure to try both Borderless window and Fullscreen in both client modes (dektop and Big Picture Mode).


Other things to consider/try:
Have you tried a different version of your video driver? It wouldn't be the first time things like this have happened (also touched on in Kaldaien's thread). I know it's tedious but do try more than just the previous released driver, like a version released earlier than this time last year.

You can see if anything in THIS REDDIT or THIS THREAD helps. Do note that I'm unfamiliar with Windows 10 and how it handles the Registry and permissions. Because of this I don't know how helpful the advice in those links. Then again I always take control over my computer, and by that what I mean by "take control over my computer" where I disable all "protection" (DEP & UAC) because I know the "what/when/where/why" of stuff that happens with my pc.

Do you have any other overlay stuffs from things like FRAPS, your video card driver, controllers (specifically DualShock 3/4 stuff like Input Mapper--It gave me problems with it's Overlay back before it changed names to Input Mapper), Computer monitor software (MSI Afterburner or similar), Teamviewer, Ventrillo/Skype/Similar apps? Basically anything else that can or could hook into the screen for many reasons, as a conflict might happen (primary cause of overlay problems in Kaldaien's thread).


If nothing helps then I have no clue.
(03-31-2016, 08:31 AM)Tino Wrote: [ -> ]can you disable CacheHiresTexturesonGPU, post proccessing, pixel ligthing, phong ligthing, and see if the issues remain?

I have done this several times already, I just restored it to my more daily use settings. The error persists with all configs, regardless of settings. Even open gl with none of the extras results in wrong colored Pikmin.
(03-30-2016, 01:24 PM)Kamikaze_Ice Wrote: [ -> ]
(03-30-2016, 03:50 AM)Hyllian Wrote: [ -> ]I just changed the downscaler for a lightweight one. Could you test performance and IQ to see if it's an worth improvement?
Nice. I'll do it tomorrow if I don't put it more overtime at work (we're slammed for boundary and topographical surveys thanks to Missouri missing winter (read: more than one winter-like snow/ice day)

If you end up making any more revisions before I do my comparisons, I'll use your latest instead of the one from the post in this quote. I have more fun playing with stuff like this than actually playing the game. I played World of Warcraft from beta up until they announced official Pandaren as a playable race. Around half of that time I spent playing with the INTERFACE. I think there is something wrong with me Tongue

Cheers!
My preference:
Your new/revised version of that shader.

Comparisons:
Old vs New (default settings)
Magnified point of interest
Much better anti-ringing in your revised shader. Only real "loss" of Image Quality is from the less prevalent black ringing/haloing, but this is just my opinion.
To illustrate my thought, let's take the New and Old versions and call them 0% and 100% respectively, I think having anti-ringing kick in at some point around like 20-25% would be nice. I think the "black" it adds to pixels where it happens helps define detail (like an unsharp mask?)
Either way the quality is all subjective so just go with your preference (it's your shader after all Smile)
And the difference is so subtle I don't think anyone would notice the difference without any magnification for pixel inspection.

And another set of comparisons (my previously mentioned settings) to see how it works outside of default settings:
Old vs New (my settings)
Magnified point of interest, again


As for performance, I can't tell any difference (1 frame), but I'm being lazy because I don't think it could possibly be a substantial difference. I don't feel like logging my fps over 30 minutes at the same screen and comparing the average for this when I could be playing with my shader sliders Tongue

And Cheers again for the shader, Hyllian.


Oops, almost forgot.
I didn't check either shader in two-pass mode (3rd pass disabled).
But I did toggle it just to see how much quality is lost without that 3rd pass and noted the performance without said third pass is significantly better.
If given the choice between jinc2-sharper@default or this shader@2-pass+default, I think I'd opt for jinc2-sharper, but like I said I've not really checked it out without 3rd pass (dat quality doe!)
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