Dolphin, the GameCube and Wii emulator - Forums

Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(10-13-2016, 01:00 AM)Psycho Wrote: [ -> ]By any chance, are you talking about this? 
https://bugs.dolphin-emu.org/issues/9723

Yes. Actually, thank you for reminding me of the “render to main window” work-around. I play with borderless fullscreen to take advantage of “free” Windows WDM vsync, as opposed to Dolphin’s vsync implementation, which hurts FPS quite a bit. I will set dolphin to only render to main window to fix that problem until it gets fixed.
@ Tino: I got a weird question, maybe: Since Dolphin exists there's this one thing that always annoys me: I like to have the Dolphin window maximized. Dolphin does remember window position and stuff. But it never remembers to start maximized. Shouldn't this be something super-easy to code? I mean, I have no idea about these things, but all kinds of simple programs do this. ^_^
(10-13-2016, 01:13 AM)themanuel Wrote: [ -> ]Yes.  Actually, thank you for reminding me of the “render to main window” work-around.  I play with borderless fullscreen to take advantage of “free” Windows WDM vsync, as opposed to Dolphin’s vsync implementation, which hurts FPS quite a bit.  I will set dolphin to only render to main window to fix that problem until it gets fixed.

Remember though that it worse.

The Window Vsync stutters cause it just forces the rendered picture to be in sync with the screen either getting getting the latest rendered picture, Or just using the old one.
Cause  Windows can't just wait in line for a picture to appear, it just forces them to be in sync causing random stutters at times.

But you will not get any tearing that's for sure.

And why Dolphin doesn't have Triple buffering, i don't understand.
I read about it, and they said it was that it would use Triple buffering if the Game uses it, but to me that's invalid.
The Game will indeed use Triple Buffering if it had, but only within the Emulation, meaning, if the Game itself fps drop (as in, The Gamecube), it will act within that realm.

However if the Emulator fps drops, it's outside that realm, meaning it acts just like a PC would, dropping it in half no matter what the Gamecube thinks.
(10-13-2016, 03:12 AM)Zerowalker Wrote: [ -> ]Remember though that it worse.

The Window Vsync stutters cause it just forces the rendered picture to be in sync with the screen either getting getting the latest rendered picture, Or just using the old one.
Cause  Windows can't just wait in line for a picture to appear, it just forces them to be in sync causing random stutters at times.

But you will not get any tearing that's for sure.

And why Dolphin doesn't have Triple buffering, i don't understand.
I read about it, and they said it was that it would use Triple buffering if the Game uses it, but to me that's invalid.
The Game will indeed use Triple Buffering if it had, but only within the Emulation, meaning, if the Game itself fps drop (as in, The Gamecube), it will act within that realm.

However if the Emulator fps drops, it's outside that realm, meaning it acts just like a PC would, dropping it in half no matter what the Gamecube thinks.

Yeah, I just tried Render to Window + V-Sync disabled and my performance was much worse than Render to Window disabled and V-Sync enabled.
I think triple buffering would only work for OpenGL, anyway, right? At least that's the case for using Triple Buffer in the nvidia settings.
(10-13-2016, 03:12 AM)Zerowalker Wrote: [ -> ]Remember though that it worse.

The Window Vsync stutters cause it just forces the rendered picture to be in sync with the screen either getting getting the latest rendered picture, Or just using the old one.
Cause  Windows can't just wait in line for a picture to appear, it just forces them to be in sync causing random stutters at times.

But you will not get any tearing that's for sure.

And why Dolphin doesn't have Triple buffering, i don't understand.
I read about it, and they said it was that it would use Triple buffering if the Game uses it, but to me that's invalid.
The Game will indeed use Triple Buffering if it had, but only within the Emulation, meaning, if the Game itself fps drop (as in, The Gamecube), it will act within that realm.

However if the Emulator fps drops, it's outside that realm, meaning it acts just like a PC would, dropping it in half no matter what the Gamecube thinks.

Hmmm...

I've been actively using Dolphin for a couple of years and had settled for that for that solution to save FPS without giving it too  much additional thought.  However, now that you mention that I have noticed that some games, especially DKCR do stutter some, especially in fast scrolling scenes.  I initially thought it was my FPS suffering but later confirmed that I was at a solid 60FPS during those scenes so I did not know what it was.  I'll definitely check some of these scenes running with vsync.

I'll have to go back and rethink my screen-tearing avoidance strategy.  The only problem is that if I decide that some games are better off running without dolphin's vsync, I don't think there is a per-game setting for fullscreen/window settings; at least not here.

Darn it!  I expect a new couple of hours of playing around with settings!

Thanks for that tip!
(10-13-2016, 03:32 AM)StripTheSoul Wrote: [ -> ]Yeah, I just tried Render to Window + V-Sync disabled and my performance was much worse than Render to Window disabled and V-Sync enabled.
I think triple buffering would only work for OpenGL, anyway, right? At least that's the case for using Triple Buffer in the nvidia settings.

That's really weird.  I've never played around with the render to main window setting (always used it "off") but I don't think that in itself would cause a performance degradation.

Disabling vsync should have improved your performance, not hurt it.  I really don't get that one.
Well, by performance I mean what was going on on the screen. Might have been 60 fps but stutters or something. But it was very noticible. And since it was at specific spots I do think it was performance.
The plot thickens...
Triple buffering should work on both DirectX and OpenGL.

However, i think that OpenGL has "true" Triple Buffering and DirectX 9.0 doesn't in some cases.
However anything above should have and would work pretty much the same (meaning fps drop doesn't cause it to jump to the next Vsync interval).
Hmm, might look at the code for Dolphin on DX11, to see how it looks, not that i know how to program really, but i do at least know a bit how that vsync setting looks like.

EDIT:

Might be worth changing: swap_chain_desc.BufferCount = 1; to swap_chain_desc.BufferCount = 2; just to see what happens i guess, doubt it would solve much though;P
Failed to compile hull shader with Metroid Prime Trilogy. I have a gtx 780 and all drivers are updated.

Edit: I actually did a fresh install of windows last week so I might be missing something

Edit 2: K its working now. My c++ 2015 was corrupt. But a real wiimote no longer works. I'm using the dolphin bar. The IR no longer works just the buttons.
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