(11-03-2016, 08:57 AM)cmv1993 Wrote: [ -> ]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
HI Tino
I've done the same test again using version 834
Opengl about 100-140fps
Vulkan about 110-150fps
Dx11 90-120 FPS
(11-04-2016, 08:36 AM)cmv1993 Wrote: [ -> ]HI Tino
I have made test with xenoblade chronicles, walking in Colonia 9
4K, 6x IR, 16X AF, Scaled EFB Copy, Skip EFB Access, ignore format changes, Store EFB copies to texture checked
All backend: opengl, directx11 and vulkan about 70-85fps, but I have the feeling that vulkan fps are more consistent
Regards
In version 834 I get the same results in opengl and vulkan, but directx11 does not load, I've waited 15 minutes
I've also tested Super Mario Galaxy 2
4K, 6x IR, 16X AF, Scaled EFB Copy, Skip EFB Access, ignore format changes, Store EFB copies to texture checked
Results in Starship Mario:
opengl about 75-90 fps
vulkan 120-140 fps
dx11 100-120 fps
In 834, the backend vulkan still does not load dds textures
Regards
(11-01-2016, 09:47 PM)ISuperMarioI Wrote: [ -> ]Using Direct3D 12, any game I boot up crashes if On Projection and On EFB Copy are used. I can get around this by changing the Post Processing Trigger to On Swap and After Blit, but with Vulkan, I'm not sure what's causing the crash.
Using Vulkan in 834, the crashes still persist. After messing around with the settings, however, texture scaling seems to be the main culprit.
https://www.youtube.com/watch?v=-i2ppzOkjps
hi all,
idem for me in directx12 , crash Random too!!
but in OGL perfect , No Crash, why ?
thanks resolve this bug tino
test in v834 too
For me a lot of games crash Dolphin with d3d12 backend. This crash happens during game also after 10 or more minutes of playing. Switch to dx11 fix the issue for this games
ground issue on rogue leader and rebel strike (hoth levels)
should be white but it's a ugly greyish texture.
also the binocs when onfoot cause dolphin to freeze and then quit.
happens on the stable custom builds and regular custom builds.
5.0 master stable works fine though.
Hi,
I use version 830 x64 to play The last story game and the game plays very well but i have a problem, i can't save the game, everytime i save the message "Save Failed" is displayed, so can anyone help me please.
Thanks
(11-13-2016, 07:04 AM)slarlac249 Wrote: [ -> ]ground issue on rogue leader and rebel strike (hoth levels)
should be white but it's a ugly greyish texture.
also the binocs when onfoot cause dolphin to freeze and then quit.
happens on the stable custom builds and regular custom builds.
5.0 master stable works fine though.
Can you test some versions bethwen 699 and stable to see where the binocs problem was introduced?
Hello, new to using Ishiiruka Dolphin. Just wanted to know what are the best settings for my hardware I can run on here. I have pretty good hardware so I do want the absolute best settings I could get while maintaining a framerate that NEVER stutters or NEVER have any slowdowns. I was able to run Official dolphin at 8x internal resolution and 16xAnisoscopic Filtering no issues I dont use anti aliasing because I feel theres no point when running an internal resolution that high. I am really interested in things such as SSAO and AO two main things I wanna implement because its ishiiruka. Thanks, my specs are listed below in my signature