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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(01-13-2017, 03:21 PM)LoganK93 Wrote: [ -> ]Not sure if it's a known issue but at least for me, metroid prime trilogy is really buggy lately on all backends. Prime 1 tends to just.. crash for no discernible reason and Prime 2 doesn't even start anymore...

This is true for both the latest Ishiiruka as well as Ishiiruka Master.

can you give more detail on your copnfiguration and how toreproduce the problem?
(01-13-2017, 10:26 PM)Tino Wrote: [ -> ]can you give more detail on your copnfiguration and how toreproduce the problem?

[Hardware]

VSync = True
Adapter = 0
[Settings]
AspectRatio = 5
Crop = False
wideScreenHack = False
UseXFB = True
UseRealXFB = False
SafeTextureCacheColorSamples = 128
ShowFPS = True
ShowNetPlayPing = False
ShowNetPlayMessages = False
LogRenderTimeToFile = False
OverlayStats = False
OverlayProjStats = False
DumpTextures = False
HiresTextures = True
ConvertHiresTextures = False
CacheHiresTextures = True
DumpEFBTarget = False
FreeLook = False
UseFFV1 = False
EnablePixelLighting = True
FastDepthCalc = True
MSAA = 1
SSAA = False
EFBScale = 6
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableFog = False
BorderlessFullscreen = False
EnableValidationLayer = False
BackendMultithreading = True
CommandBufferExecuteInterval = 100
SWZComploc = True
SWZFreeze = True
SWDumpObjects = False
SWDumpTevStages = False
SWDumpTevTexFetches = False
SWDrawStart = 0
SWDrawEnd = 100000
ShowInputDisplay = False
DumpVertexLoader = False
HiresMaterialMaps = True
HiresMaterialMapsBuild = False
DumpFramesAsImages = False
InternalResolutionFrameDumps = False
CompileShaderOnStartup = True
ForcedLighting = False
ForcePhongShading = True
RimPower = 99
RimIntesity = 129
RimBase = 113
SpecularMultiplier = 0
SimBumpEnabled = False
SimBumpStrength = 671
SimBumpDetailFrequency = 4
SimBumpThreshold = 5
SimBumpDetailBlend = 0
EnableOpenCL = False
[Enhancements]
ForceFiltering = True
MaxAnisotropy = 0
PostProcessingShader = 
ForceTrueColor = False
DisableFiltering = False
PostProcessingEnable = True
PostProcessingTrigger = 0
PostProcessingShaders = IshiirukaFX-Light
ScalingShader = 
UseScalingFilter = True
TextureScalingType = 0
TextureScalingFactor = 5
UseDePosterize = False
Tessellation = False
TessellationEarlyCulling = False
TessellationDistance = 0
TessellationMax = 2
TessellationRoundingIntensity = 0
TessellationDisplacementIntensity = 0
[Stereoscopy]
StereoMode = 0
StereoDepth = 20
StereoConvergencePercentage = 100
StereoSwapEyes = False
StereoShader = Side-by-side
[Hacks]
EFBAccessEnable = True
BBoxEnable = False
ForceProgressive = True
EFBToTextureEnable = True
EFBScaledCopy = True
EFBEmulateFormatChanges = False
EFBFastAccess = True
ForceDualSourceBlend = False
FullAsyncShaderCompilation = True
WaitForShaderCompilation = False
EnableComputeTextureDecoding = True
EnableComputeTextureEncoding = True
PredictiveFifo = False
BoundingBoxMode = 0
LastStoryEFBToRam = False
ForceLogicOpBlend = False

Theres my GFX.ini (not sure if spoiler tags work here, I suck at forums lol) As for what causes it I have no idea. I am using a real wii remote with bluetooth passthrough. Prime has crashed in many different areas, and during different things so it doesnt seem to be attached to anything obvious... As for Prime 2, attempting to start a new game just crashes before anything is loaded.

Also I have tried on DX12, 11, and vulkan with these settings and the crashes have occured in all.
Hi Tino et al.

Don't know if you remember, but I was asking for some help improving the FPS in some games a few weeks ago, and you suggested that I switch from DX12 to OpenGL. Back then, I thought OpenGL had some problems (and you asked for my gfx.ini file), but it turned out that I was completely wrong. Actually, OpenGL works perfectly fine! Having said that, it's actually not faster for me, and the FPS goes down 5-10% when I use OpenGL. I don't know why; I presume my old CPU is the real reason some of my games struggle, and perhaps OpenGL is putting more load on the CPU than DX12?

Anyway, I guess I'll stick with DX12, since this seems to be working best with my setup (specs below). So, in order to improve things I've played around quite a lot with the CPU Clock Override setting. This is a fantastic tool for us with slower computers! I use it for a number of games, and this leads me to my question: would it be possible to make Ishiiruka accept different CPU overclock values for different games in their respective game.ini files?

This has been brought up in the past (see https://bugs.dolphin-emu.org/issues/8135), and it appears to me that the function was deliberately disabled in Dolphin Master (for some bizarre and ridiculous reason...). If that is indeed the case, would this not be something that would make sense to enable in Ishiiruka, given its focus on "the gaming experience and speed"?

Cheers,
Oioioi

Specs:
Windows 10 Home Edition

Xeon e5450 (= C2Q q9650) @3.00 GHz
MSI GeForce GTX 750 Ti
4GB RAM
the simpsons game have some bug/glitches graphics black squares on character
@Tino, i was wondering if it would be possible to add the Full Async Shader compilation setting into OpenGL please, its in all the other api's but that one

XKaiserX

(01-13-2017, 10:25 PM)Tino Wrote: [ -> ]can you give more detail on your issue?

Ok just disable multithread, and now works perfect Big Grin
Hey tino
The emulator sometimes with the message "Out of fixed descriptors."
I try to enable scaling factor at 5x and same result.

Anyway to fix that?

Schlomo

I just tried an Ishiiruka build for the first time and it's a godsend for Metroid Prime 3. However, it crashes every 30 minutes or so with the "Out of fixed descriptors" error for me too. I tried both Ishiiruka.883(bb7e09d).x64 and Ishiiruka.Stable.737 (bf6f4e4).x64 with different settings, and it happens for both.
I posted this report on October 17th but it never got fixed
Custom Dolphin banners are downgraded http://puu.sh/rLU3g/adb601cf0e.png
updated the latest folder with a new version, merge latest master changes. Added the ability to set overclocking parameters by game, small fix to avoid the "Out of fixed descriptors" error, testing is welcome.
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