@zelda64: thanks for the report will take a look at dx9, but you can improve your performance a lot simply by changing some settings:
check Force 24 bit color
check Fast EFB Access
check Ignore Format Changes
check Store EFB COpies to Texture Only
check Disable External framebuffer
check fast Depth calculation
check full async shader compilation
also you should check in the advance tab compile shaders on startup and download the uid files from the repository with taht dx11 should work really p;layable on your system.
I am back with another question. I'm sorry if I'm a bit annoying Â

.
So I was experimenting with the Texture Encoder using the command line and I'm really liking it so far Â

, much quicker when you only want to modify one texture quickly . There is only one small issue. It doesn't seem like it generates dynamic mipmaps if I want it to, it instead just auto generates them.
this is my input:
this is the output:
 this is the command that I use:
TextureEncoder.exe "C:\Users\(Username)\input\tex1_256x512_m_84b2bf12fc2761af_14.png" "C:\Users\(Username)\output" -mipmaps -notcompress -notfrommaterial -savecolor
Using TextureEncoder.exe as an executable works as expected, this only occurs when using the command line.
Any suggestions

Kinda curious if HDR support could be a thing or would that require game modification?
@rlaugh0095:

you just guessed what i've been working on, is comming a little slow because i have a lot of work but is comming

Heya Tino, I haven't played with Dolphin for a while and haven't really used the Vulkan backend, yet, but heard a lot of good things about it. Now I want to play Metroid Prime (Wii) and with Vulkan I get a few little stutters... not much but more than I remember getting from using DX11 (where I actually never got any stutters with Ishiiruka). Does your Async Shader Cache Generator not work with Vulkan or something like that? It's not a problem, I'll just use good old DX11, I'm getting full speed anyway, but I still wanted to ask/report

@StripTheSoul: vulkan does not use async shaders, so i recomend dx12 instead or dx11 if dx12 gives you a problem.
Ok, that's what I thought. Thanks!
(03-23-2017, 04:18 AM)Tino Wrote: [ -> ]@rlaugh0095:
you just guessed what i've been working on, is comming a little slow because i have a lot of work but is comming 
woooooow, so cool! :O And just so we are both on the same track, your talking about modern TV HDR and not a simple post processing effect that simulates it right?Â