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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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@iansixx: you need bounding box enabled for that, what config are you using?
(07-20-2016, 08:53 AM)Tino Wrote: [ -> ]@iansixx: you need bounding box enabled for that, what config are you using?

config? what specifically? bounding box is enabled (tried both cpu and gpu) and EFB to textures only disabled, everything else is on default. random crashes also occur with directx11.
(07-19-2016, 10:35 AM)Tino Wrote: [ -> ]no way to downgrade to vs2013 you will have to fix vs 2015 error

(07-20-2016, 08:39 AM)iansixx Wrote: [ -> ]i'm new here, sorry if i'm posting this kind of question in the wrong place or format.
anyway, i'm having trouble with super paper mario using the latest ishiiruka build where in the first animation sequence in the Bowser's Castle when the koopa troopas are rebelling, they are all invisible, already tried all possible configurations, this doesn't occur with the official builds (but stutters a lot), also i can't use DirectX12 (old pc). any help will be very much appreciated.

If you can't see d3d12 it's because you don't have win 10 or your video card does not support it.
(07-19-2016, 10:35 AM)Tino Wrote: [ -> ][quote='iansixx' pid='417074' dateline='1468973787']

config? what specifically? bounding box is enabled (tried both cpu and gpu) and EFB to textures only disabled, everything else is on default. random crashes also occur with directx11.

I just tried the game myself and it crashed the three times I tried it with the recommended settings using d3d11. It works fine with d3d12 though.

@iansixx use 705 build of ishiruka. it seems to work fine cause I am also crashing a lot with a lot of games since the last few builds.
(07-21-2016, 03:17 AM)NeverExists Wrote: [ -> ]I just tried the game myself and it crashed the three times I tried it with the recommended settings using d3d11. It works fine with d3d12 though.

@iansixx use 705 build of ishiruka. it seems to work fine cause I am also crashing a lot with a lot of games since the last few builds.

apparently only the Koopa Troopa Rebellion sequence is broken, the rest of the game works fine using d3d11 and gpu for bounding box, unfortunately d3d9 is not working properly, a lot of animations are broken but d3d9 never stutters, d3d11 stutters quite often, anyways for SPM I will use the official build, otherwise i'm enjoying the hell out of the ishiiruka custom version for other games. thanks for the help guys.
@iansixx: Is it really stuttering or low performance (the latter would mean that the slow speed remains for as long as you are in a specific scene that's tough to render). Because you shouldn't get any stuttering with Ishiiruka. Are you sure Full Async Shader Compilation is enabled?
Also, are you using custom texture packs? If yes, you have Prefetch Custom Textures enabled and maybe even Cache Custom Textures On GPU (if you have a lot of VRAM or the pack is not very big).
(07-21-2016, 06:55 PM)StripTheSoul Wrote: [ -> ]@iansixx: Is it really stuttering or low performance (the latter would mean that the slow speed remains for as long as you are in a specific scene that's tough to render). Because you shouldn't get any stuttering with Ishiiruka. Are you sure Full Async Shader Compilation is enabled?
Also, are you using custom texture packs? If yes, you have Prefetch Custom Textures enabled and maybe even Cache Custom Textures On GPU (if you have a lot of VRAM or the pack is not very big).

i mostly agree with you that stuttering shouldn't happen with Full Async Shader, it's kinda of a problem with d3d11 and my config for some reason because d3d9 usually performance a lot better, but in this case i think it's a bug because i see no difference between Full Async Shader on or off, and the game performs even better using d3d9 with dolphin 4.0.2 almost perfectly and no bugs (very minor visual glitches), and interestingly enough the visual bugs i experience with ishiiruka beckend d3d9 and SPM is the same when you don't have bounding box enabled even though it's enabled, also occurs with OpenGl, it's like it says that it is enabled but makes no difference.
but are you using custom textures? because that's another thing that could cause stutters. And like I said, prefetching custom textures could help with that.
Is it possible to make a build for Android? Would love to test it in my nVidia Shield TV which I think have the proper drivers implementation. Any chance this happens? Smile
ishiiruka's optimizations are mostly relevant for PC users.

Very little would translate to Android beyond maybe shader stuff. (Isn't that just D3D anyways?)
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