HI Tino
I have made test with super mario galaxy 1
i5 750 3.6Ghz, Nvidia 1060 6GB, 3x IR, 16x AF, scaled EFB copy, skip EFB access, ignore format changes, store EFB copies to texture only, all checkeds
I have test when start the game, when Bowser invades the Mushroom Kingdom with a surprise attack in a fleet of airships
This part is very lively and heavy, bombarding bowser a lot. There are many Toad running on all sides
The worst backend is DirectX 11. In addition, the bombing falls a lot fps. fps about 45-50-60
Opengl about 70-85fps
Vulkan about 80-100fps
Let's see if tomorrow I can do more tests
Thank You Tino
@PipDoodle: tested and cannot reproduce the issue. can you share your configuration, or test in portable mode witha clean configuration?
(11-03-2016, 09:23 AM)Tino Wrote: [ -> ]@PipDoodle: tested and cannot reproduce the issue. can you share your configuration, or test in portable mode witha clean configuration?
my current Graphic's Config.
I would to like to report a strange issue with Wii Sports Resort.
On Ishiiruka if I try to play the Cycling Road Race (Around the Island), Dolphin crash (this happens with all backends).
On Dolphin stable master instead of crash appears the following error messages, but after pressing OK the game continue to works fine:
@PipDoodle: please can you send me your config files it will be more easy to debug that way.
(11-03-2016, 09:23 AM)Tino Wrote: [ -> ]@PipDoodle: tested and cannot reproduce the issue. can you share your configuration, or test in portable mode witha clean configuration?
Oh.
i started up Rogue Squadron 3 and then started back up Rogue Squadron 2 and surprisingly the issue is gone :p
(11-03-2016, 09:45 AM)PipDoodle Wrote: [ -> ]Oh.
i started up Rogue Squadron 3 and then started back up Rogue Squadron 2 and surprisingly the issue is gone :p
actually.
the issue seems to be because of the internal resolution setting.
setting it to (640x528) fixes the problem. increasing the internal resolution causes the video to break a bit.
updated latest folder with a new version. some small tweaks to improve performance. @PipDoodle: the issue you reported should be fixed
(11-02-2016, 11:01 PM)Tino Wrote: [ -> ]@themanuel: but the order of the other backends is correct for you?
I ran some quick tests to compare the back-ends.
Conditions
- Super Mario Sunshine (same point in the game every time in Delphino Square, loaded from a save file)
- 3xIR, 4xMSAA, 16xAF, per-pixel lighting, exclusive fullscreen, render to main window
- High resolution textures pack at 4x scaling, Gecko code for 16:9 AR, patch code and 2x video rate for 60FPS
- Unlimited frame rate, vsync disabled
Back-end   FPS
D3D11 Â Â Â Â Â 66
Vulcan      47 (16:9 Gecko code did not work)
OGL Â Â Â Â Â Â Â 50
D3D12 Â Â Â Â Â 27
(11-03-2016, 09:48 AM)PipDoodle Wrote: [ -> ]actually.
the issue seems to be because of the internal resolution setting.
setting it to (640x528) fixes the problem. increasing the internal resolution causes the video to break a bit.
Where you disabling "scaled EFB textures" when you were having this problem?
That's exactly what games looked like for me before, when disabling that feature and explains why running 1xIR made it go away for you.
Rodolfo ValenTino... I get it now!
A request: a display/resize shader with perspective correction. It would be very usefull with projector.