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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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using post-processing or texture scaling
is there any configuration for play shadow the hedgehog with hd quality without white bars
thanks
Hi Tino,

Hope you've had a chance to check my finding for Metroid detailed a few replies back. Thanks!
(04-18-2016, 11:17 PM)Tino Wrote: [ -> ]that is because master and ishiiruka works diferently when using cmpr textures, master transforms everything to rgba, Ishiiruka transform cmpr(dxt1) to dxt3 that transcoding allow for a faster loading and a reduced memory usage with compressed textures, I only use rgba when a texture scalling algorithm is selected because scalling spects rgba data.
I assumed as much when you explained why the total size of custom textures loaded was different with the same textures in both Ishiiruka and Dolphin.
What I was trying to point out was that the overlay itself was different. It just shows up as some huge corrupted/garbled box, and I thought it should be similar to the rest of the overlays (a white box of "text" with the name of the texture).

(04-18-2016, 11:17 PM)Tino Wrote: [ -> ]the scanline artifact is a known issue about ssao, you can fix it tunning the settings, specially  filter radius and quality/sample count
Thanks. Now that you mention it I do remember creating an effect like this when I was playing around with Xenoblade but I originally thought it was some screwy shadows as I've seen them become triangles or lines or even lines of triangles in a few games (like Quake 2 and Half-Life) but only at specific angles.

I'll keep playing around with it.

(04-18-2016, 11:17 PM)Tino Wrote: [ -> ]the game is doing some weird things with the efb and it seems to  overwrite part of it, the bad news it will be really dificult to fix this because we can not change how the game works.
And here I thought it was something simple like "scaled EFB Copy" was failing and just needed to be forced, or something like intercepting rendering calls and wrapping/translating/injecting the correct dimensions/coordinates.
But I don't know what I'm talking about Confused

You say the game is doing weird stuff with the EFB. Since it is visible only with EFB-Copy trigger, do you think this is isolated to EFB-Copy or a problem with emulating the game in general?
If yes to the former, I say don't worry about it. I'm sure you have other things you need/want/have to do.

If otherwise, then here take this. It is dangerous to go alone! here is another observation I made on.
I did notice something interesting with this EFB frame. If you stand still it will eventually go away. But it comes back after a few seconds, the whole process being a perpetual loop.


I don't know if this is actually helpful, but I managed to record when this happens (FIFO LINK). I managed to trimmed the FIFO down to 4 frames since I couldn't tell which were the two transition frames. I think this frame is somewhere between objects 761 and 926. Hard to tell because without those on the screen is black there so you can't tell if it's really off or just showing the black background Tongue

And if you do an EFB dump while using the Barrel shader, you can see that frame has three different states instead of the expected two: a full rectangle (barrel fails to change this frame), a partially filled rectangle (which Barrel does work on, or it's black.)



An unrelated question:
I know the Dolphin team hates things like this, and I love them for that same reason, but PCSX2 has "game fixes". I find it silly that they call it a "fix" while it's really a hack (and is correctly labeled--Sorry for the really old screenshot. Does Dolphin/Ishiiruka have anything similar to the latter? I mean like a list of games that require specific settings.
(04-19-2016, 10:10 AM)Tino Wrote: [ -> ]updated latest folde with a new version.
@Radu91 the issue you reported should be fixed now.
Testing is welcome.
Enjoy


My test with Dragon Ball Z Budokai Tenkaichi 3 Smile ...


[Image: rrEvI1b.png?1]
Hey Tino i found a bug in 637 and 639 in the game Resident Evil Zero!

https://www.youtube.com/watch?v=Tgnxr8GS4y8

In previous release 628 works fine!!!

https://www.youtube.com/watch?v=AqAr4XBBXrc
(04-19-2016, 10:10 AM)Tino Wrote: [ -> ]updated latest folde with a new version.
@Radu91 the issue you reported should be fixed now.
Testing is welcome.
Enjoy

Yes, you did it, it is fixed.
Thank you.  Smile
Tino what do you prefer:  Heart ;  Smile ;  Heart and Smile  ?




Can widescreen hack be adjusted in some way?
ntsc
[Image: 4XMSxID.png]
pal
[Image: 3kmqxEX.png]
Is ubershaders ever to come as an experimental type of thing for this build? Heard that Ubershaders + Async may make performance alot better in games that stutterer often. I know it isn't near complete but would be a nice option to test around with.

https://github.com/dolphin-emu/dolphin/pull/3163
By async I hope you don't mean only Async Shader compilation (see opening statement by Phire) Smile

I'm going to assume so, since Ubershaders from what I understand will be merged with master "when it's done", and by extension in Ishiiruka as well.
some bug error, some game :

Resident Evil Archives - have problem whit rendering graphics., some drop and lag, trim

New Super Mario Bros 1 Have problem whit lv 2 this lv crash when coming down. ( some error dx12 )

Mario Kart Have still problem whit stable FPS some little trim,lag, sometime when first time run emulator in lv Moo Moo 1 fps....but the second time better, can play.



i use Ishiiruka-Dolphin Custom Version 639 ( Last Update ) DX12
this will by fix ?

parameter PC : AMD APU 3870 4x3.0Ghz Card : R7 250x 2GB DX12 RAM 8GB 1866 Dual.
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