It would beneficial. Since Fast EFB access potentially causes some glitches, I would rather have it disabled globally and only enabled for games that really need it.
Thank you!
Actually, Tino, now that I'm home, I realized that I've never had Fast EFB access enabled so this can't be the reason why F-Zero GX Sand Ocean runs so much faster on ishiiruka.
Any other ideas about what could be the actual reason?
I guess I don't need that option in the ini file anymore, if you haven't added it yet.
I keep getting this message during loading screens of a game.
DX12::ID3D12QueuedCommandList::BackgroundThreatFunction failed in D3DQueuedCommandList.cpp at line 320: Failed HRESULT : 80004005
It mainly happens with gamecube games and not wii games. I'm using ishiiruka Dolphin because of the speed up of my games. Anyone know a solution to this????
@themanuel: ishiiruka also have implemented some efb access optimizations that where never merged to master, if you are not using fast efb then, this is the pull request with those changes
https://github.com/dolphin-emu/dolphin/pull/3652
@Jeankyuubi: tha will be fixed if you disable backend multithreading oprion in the graphic configuration window.
(10-12-2017, 10:43 AM)Tino Wrote: [ -> ]@themanuel: ishiiruka also have implemented some efb access optimizations that where never merged to master, if you are not using fast efb then, this is the pull request with those changes https://github.com/dolphin-emu/dolphin/pull/3652
@Jeankyuubi: tha will be fixed if you disable backend multithreading oprion in the graphic configuration window.
Hey, I disabled the Mutli-threading in the graphics menu but I still get the same pop up. Ive changed the basic back end ( Direct 3D 12 to 9 and 11 ) but without any solution.Â
(10-12-2017, 11:23 AM)Jeankyuubi Wrote: [ -> ]Hey, I disabled the Mutli-threading in the graphics menu but I still get the same pop up. Ive changed the basic back end ( Direct 3D 12 to 9 and 11 ) but without any solution.Â
with dx11 you should never get that message because is a dx12 message, can you post your configuration?
(10-12-2017, 10:43 AM)Tino Wrote: [ -> ]@themanuel: ishiiruka also have implemented some efb access optimizations that where never merged to master, if you are not using fast efb then, this is the pull request with those changes https://github.com/dolphin-emu/dolphin/pull/3652
@Jeankyuubi: tha will be fixed if you disable backend multithreading oprion in the graphic configuration window.
Thanks. That helps. I will inquire about this feature in the general forum.
Really thanks for this build man, i didn't know this existed, and it has such amazing settings for DX12, i made 2 videos of my games of Wii, and they look amazing compared to "stock" Dolphin
https://www.youtube.com/watch?v=YJsKms-Hj9M
https://www.youtube.com/watch?v=egCNY7XjlSE
The only problem i have is, i'm using DX12, with HQResampling and DolphinFX, and when for example i open GH:6 or RB3, i close the emulation, then without closing the emulator itself and trying to open the game again, is shows:
"DX12::ID3D12QueuedCommandList::BackgroundThreadFunction failed in D3DQueuedCommandList.cpp at line 366: Failed HRESULT : 887A0005"
And then the emulator crashes
Hey, Tino.
I don't want to waste your time on this so if it is not something that can be easily diagnosed, I'll just move on. Â I've been using Ishiiruka for 2+ years as my build of choice, primarily due to async shader compilation, some performance gains, and a few other reasons. Â However, I don't know what has changed in my computer in the last half year or so but after not playing any games on dolphin for a long time, I've found that most games struggle to run smoothly for me with Ishiiruka, whereas they use to run perfectly before. Â
I haven't changed my settings so far as I can tell so I suspect it is something having to do with my system, perhaps AMD catalyst updates, Windows updates or something. Â What I'm seeing is that the game starts working correctly but every few seconds performance dips momentarily, then recovers again. Â This goes on cyclically seemingly forever, even if leave the character stationary and provide no controller input. Â For example, this makes games in the Guitar Hero series unplayable because the notes arrive erratically.
Is there a log or something that you can review that would give you obvious clues as to what may be going on?
You can see my system specs in my signature, if that helps.'
Here are my ini files:
Dolphin.ini:
Code:
[General]
LastFilename = D:\Disc Images\Gamecube/F-Zero GX (USA) [GFZE01].iso
ShowLag = False
ShowFrameCount = False
ISOPaths = 5
ISOPath0 = D:\Disc Images\Wii
ISOPath1 = D:\Disc Images\Gamecube
ISOPath2 = D:\Disc Images\Wii\WiiWare
ISOPath3 = D:\Disc Images\Wii\Games not on Wii Drive
ISOPath4 = D:\Disc Images\Wii\Virtual Console
RecursiveISOPaths = False
NANDRootPath = C:/Users/Arcadius/Documents/Dolphin Emulator/Wii
WirelessMac = 00:17:ab:a8:88:40
DumpPath =
WiiSDCardPath = C:/Users/Arcadius/Documents/Dolphin Emulator/Wii/sd.raw
[Interface]
ConfirmStop = False
UsePanicHandlers = False
OnScreenDisplayMessages = False
HideCursor = True
AutoHideCursor = False
MainWindowPosX = 67
MainWindowPosY = 146
MainWindowWidth = 1270
MainWindowHeight = 864
Language = 0
ShowToolbar = True
ShowStatusbar = True
ShowLogWindow = False
ShowLogConfigWindow = False
ExtendedFPSInfo = False
ThemeName40 = Clean Blue
PauseOnFocusLost = True
LanguageCode =
ThemeName = Clean
DisableTooltips = False
ShowActiveTitle = True
UseBuiltinTitleDatabase = True
ShowDevelopmentWarning = True
[Display]
FullscreenResolution = 1920x1080
Fullscreen = True
RenderToMain = True
RenderWindowXPos = 182
RenderWindowYPos = 182
RenderWindowWidth = 1297
RenderWindowHeight = 699
RenderWindowAutoSize = False
KeepWindowOnTop = False
ProgressiveScan = False
PAL60 = False
DisableScreenSaver = True
ForceNTSCJ = False
[GameList]
ListDrives = False
ListWad = True
ListElfDol = True
ListWii = True
ListGC = True
ListJap = True
ListPal = True
ListUsa = True
ListAustralia = True
ListFrance = True
ListGermany = True
ListItaly = True
ListKorea = True
ListNetherlands = True
ListRussia = True
ListSpain = True
ListTaiwan = True
ListWorld = True
ListUnknown = True
ListSort = -1
ListSortSecondary = 3
ColorCompressed = True
ColumnPlatform = True
ColumnBanner = True
ColumnNotes = True
ColumnFileName = False
ColumnID = True
ColumnRegion = True
ColumnSize = True
ColumnState = True
ColumnDescription = False
ColumnTitle = True
[Core]
HLE_BS2 = True
TimingVariance = 40
CPUCore = 1
Fastmem = True
CPUThread = True
DSPHLE = True
SkipIdle = True
SyncOnSkipIdle = True
SyncGPU = True
SyncGpuMaxDistance = 200000
SyncGpuMinDistance = -200000
SyncGpuOverclock = 1.00000000
FPRF = True
AccurateNaNs = False
DefaultISO =
DVDRoot =
Apploader =
EnableCheats = True
SelectedLanguage = 0
OverrideGCLang = False
DPL2Decoder = False
TimeStretching = False
RSHACK = False
WiiSpeakSupport = False
Latency = 2
MemcardAPath = C:\Users\Arcadius\Documents\Dolphin Emulator\GC\MemoryCardA.USA.raw
MemcardBPath = C:/Users/Arcadius/Documents/Dolphin Emulator/GC/MemoryCardB.USA.raw
AgpCartAPath =
AgpCartBPath =
SlotA = 8
SlotB = 255
SerialPort1 = 255
BBA_MAC =
SIDevice0 = 6
AdapterRumble0 = True
SimulateKonga0 = False
SIDevice1 = 6
AdapterRumble1 = True
SimulateKonga1 = False
SIDevice2 = 6
AdapterRumble2 = True
SimulateKonga2 = False
SIDevice3 = 6
AdapterRumble3 = True
SimulateKonga3 = False
WiiSDCard = False
WiiKeyboard = False
WiimoteContinuousScanning = True
WiimoteEnableSpeaker = True
RunCompareServer = False
RunCompareClient = False
EmulationSpeed = 0.000000000
FrameSkip = 0x00000000
Overclock = 2.00000000
OverclockEnable = False
GFXBackend = D3D
GPUDeterminismMode = auto
PerfMapDir =
EnableCustomRTC = False
CustomRTCValue = 0x386d4380
AllowAllNetplayVersions = False
SkipIPL = True
AudioLatency = 20
AudioStretch = False
AudioStretchMaxLatency = 80
EnableSignatureChecks = True
[Movie]
PauseMovie = False
Author =
DumpFrames = False
DumpFramesSilent = False
ShowInputDisplay = False
ShowRTC = False
[DSP]
EnableJIT = False
DumpAudio = False
DumpUCode = False
Backend = XAudio2
Volume = 60
CaptureLog = False
DumpAudioSilent = False
[Input]
BackgroundInput = False
[FifoPlayer]
LoopReplay = True
[super-xbr-options]
JINC2_AR_STRENGTH = 0.8
XBR_ANTI_RINGING = 0.8
XBR_EDGE_STR = 0.6
XBR_WEIGHT = 1
[Analytics]
ID = 8587f0ea83d2789d83066792b2d354d5
Enabled = True
PermissionAsked = True
[Network]
SSLDumpRead = False
SSLDumpWrite = False
SSLVerifyCert = False
SSLDumpRootCA = False
SSLDumpPeerCert = False
SSLVerifyCertificates = False
[BluetoothPassthrough]
Enabled = False
VID = -1
PID = -1
LinkKeys = a4:5c:27:9d:c1:18=f60ac8a9a5d34035037ddf02ec85e6e8,78:a2:a0:e4:0b:e0=a42bb1d08a92e0fee647ff2729f8c981
[Sysconf]
SensorBarPosition = 0
SensorBarSensitivity = 50331648
SpeakerVolume = 0
WiimoteMotor = True
WiiLanguage = 1
AspectRatio = 1
Screensaver = 0
[USBPassthrough]
Devices =
GFX.ini:
Code:
[Hardware]
VSync = False
Adapter = 0
[Settings]
AspectRatio = 0
Crop = True
wideScreenHack = False
UseXFB = False
UseRealXFB = False
SafeTextureCacheColorSamples = 128
ShowFPS = True
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 = 4
SSAA = False
EFBScale = 6
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DisableFog = False
EnableShaderDebugging = False
BorderlessFullscreen = False
SWZComploc = True
SWZFreeze = True
SWDumpObjects = False
SWDumpTevStages = False
SWDumpTevTexFetches = False
SWDrawStart = 0
SWDrawEnd = 100000
ShowInputDisplay = False
DumpVertexLoader = False
HiresMaterialMaps = False
CacheHiresTexturesonGPU = False
ForcePhongShading = False
EnableOpenCL = False
RimPower = 80
RimIntesity = 0
RimBase = 10
SpecularMultiplier = 255
SimBumpEnabled = False
SimBumpStrength = 0
SimBumpDetailFrequency = 128
SimBumpThreshold = 16
SimBumpDetailBlend = 16
ShaderUsageProfiling = True
CompileShaderOnStartup = True
ForcedLighting = False
ShowNetPlayPing = False
ShowNetPlayMessages = False
HiresMaterialMapsBuild = False
EnableValidationLayer = False
BackendMultithreading = True
CommandBufferExecuteInterval = 100
DumpFramesAsImages = False
InternalResolutionFrameDumps = False
DumpFormat = avi
DumpCodec =
DumpPath =
BitrateKbps = 2500
BackgroundShaderCompiling = True
DisableSpecializedShaders = False
EnableComputeTextureEncoding = False
EnableGPUTextureDecoding = False
[Enhancements]
ForceFiltering = False
MaxAnisotropy = 4
PostProcessingShader =
DisableFiltering = False
PostProcessingEnable = False
PostProcessingTrigger = 0
PostProcessingShaders =
ScalingShader =
UseScalingFilter = False
TextureScalingType = 0
TextureScalingFactor = 2
UseDePosterize = False
Tessellation = False
TessellationEarlyCulling = False
TessellationDistance = 441
TessellationMax = 34
TessellationRoundingIntensity = 50
TessellationDisplacementIntensity = 90
ForceTrueColor = True
[Stereoscopy]
StereoMode = 0
StereoDepth = 20
StereoConvergencePercentage = 100
StereoSwapEyes = False
StereoShader = Anaglyph/dubois
[Hacks]
EFBAccessEnable = True
BBoxEnable = False
ForceProgressive = True
EFBToTextureEnable = True
EFBScaledCopy = True
EFBEmulateFormatChanges = False
EFBFastAccess = False
ForceDualSourceBlend = False
FullAsyncShaderCompilation = True
WaitForShaderCompilation = False
PredictiveFifo = False
BoundingBoxMode = 0
ViewportCorrection = False
EnableComputeTextureDecoding = True
EnableComputeTextureEncoding = True
LastStoryEFBToRam = False
ForceLogicOpBlend = True
VertexRounding = True
gfx_dx11.ini:
Code:
[Hardware]
VSync = False
Adapter = 0
[Settings]
AspectRatio = 0
Crop = True
wideScreenHack = False
UseXFB = False
UseRealXFB = False
SafeTextureCacheColorSamples = 128
ShowFPS = True
LogRenderTimeToFile = False
OverlayStats = False
OverlayProjStats = False
DumpTextures = False
HiresTextures = True
ConvertHiresTextures = True
DumpEFBTarget = False
FreeLook = False
UseFFV1 = False
EnablePixelLighting = False
FastDepthCalc = True
ShowEFBCopyRegions = False
MSAA = 6
EFBScale = 0
TexFmtOverlayEnable = False
TexFmtOverlayCenter = False
Wireframe = False
DstAlphaPass = False
DisableFog = False
EnableShaderDebugging = False
BorderlessFullscreen = True
CacheHiresTextures = False
[Enhancements]
ForceFiltering = False
MaxAnisotropy = 4
PostProcessingShader =
StereoMode = 0
StereoDepth = 20
StereoConvergence = 20
StereoSwapEyes = False
[Hacks]
EFBAccessEnable = True
EFBCopyEnable = True
EFBToTextureEnable = True
EFBScaledCopy = True
EFBEmulateFormatChanges = False
BBoxEnable = False
ForceProgressive = True
Thanks in advance.
(10-14-2017, 12:11 AM)panchovix Wrote: [ -> ]Really thanks for this build man, i didn't know this existed, and it has such amazing settings for DX12, i made 2 videos of my games of Wii, and they look amazing compared to "stock" Dolphin
https://www.youtube.com/watch?v=YJsKms-Hj9M
https://www.youtube.com/watch?v=egCNY7XjlSE
The only problem i have is, i'm using DX12, with HQResampling and DolphinFX, and when for example i open GH:6 or RB3, i close the emulation, then without closing the emulator itself and trying to open the game again, is shows:
"DX12::ID3D12QueuedCommandList::BackgroundThreadFunction failed in D3DQueuedCommandList.cpp at line 366: Failed HRESULT : 887A0005"
And then the emulator crashes
Try disabling backend multithreading option.