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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(03-26-2018, 12:02 PM). KAMiKAZOW Wrote: [ -> ]Upstream Dolphin just landed async shaders similar to yours: https://github.com/dolphin-emu/dolphin/pull/6443

I'm aware of that, really happy that the priorities on the master team are changing a little to give more priority to changes that can help users with not so powerful hardware. I'm a little sad about some comments on that pull request from people that really don't know me and don't understand what I’m trying to achieve, but as always i will keep working as much as my free time let me, to give the user the best experience possible with the resources available in this project that gives me fun for so many years. Hope that not much further in the future Dolphin will give me a reason to stop, when all the functionalities that users like in ishiiruka get to be available in the master branch Wink
I'm going to be 100% honest since there's no reason for there to be fighting... Ishiiruka is a bit of a double-sided sword for me.

On one hand, I don't like a lot of the features and hacks that are in it as they cause problems that make things hard to identify. Users on reddit and the forums often don't specify they're using Ishiiruka so some weird behaviors I'm not familiar with. Particularly stuff like Ubershader pop-in and whatnot. It's frustrating because I do worry about things like maintainability and giving people the best experience, but, I'm not a coder, so I don't know a lot of the internals of it and can only go by what others say.

On the other hand, there is something invaluable about Ishiiruka. I thought post processing shaders and other enhancements were a silly after-thought of a feature, but, Ishiiruka has shown that not only will users use those features, they love and embrace them. It gave me a wider perspective on things and helped me understand things differently. So in that sense, all the little headaches and issues are worth it. And with Asynchronous Shaders, it was fun to test it out and see it happen. I think that the way a fork started with this feature actually helped motivate us toward ubershaders.

But, I wouldn't worry about some things making it into master. Tesselation, as neat of an idea as it is, is way too invasive to be considered worth it. Fast EFB Access has little support but honestly that's one of those things where I think the videocommon rewrite will help with other optimizations to hopefully make things more palatable for users. Considering how much resistance there was for Async shaders, hell, anything could happen!

On the note of the videocommon rewrite... I don't see that making life easy on a fork. I don't want you to stop though - I'd rather everyone work together, and while sometimes I'm frustrated with the direction of Ishiiruka, in a way, I do think we're all working together to make a better end product.
You forget the materials and lighting features, these the MASSIVE features that makes Ishi the best option in my eyes at least Smile
(03-26-2018, 01:32 PM)Tino Wrote: [ -> ]this is really weird the shadows displays ok for me in all the backends, what are your hardware specs?

I’m running an Intel Core i5-2520M for my CPU, and Intel HD 3000 for my GPU.
(03-26-2018, 05:46 PM)JMC47 Wrote: [ -> ]I'm going to be 100% honest since there's no reason for there to be fighting... Ishiiruka is a bit of a double-sided sword for me.

On one hand, I don't like a lot of the features and hacks that are in it as they cause problems that make things hard to identify.  Users on reddit and the forums often don't specify they're using Ishiiruka so some weird behaviors I'm not familiar with.  Particularly stuff like Ubershader pop-in and whatnot.  It's frustrating because I do worry about things like maintainability and giving people the best experience, but, I'm not a coder, so I don't know a lot of the internals of it and can only go by what others say.

On the other hand, there is something invaluable about Ishiiruka.  I thought post processing shaders and other enhancements were a silly after-thought of a feature, but, Ishiiruka has shown that not only will users use those features, they love and embrace them.  It gave me a wider perspective on things and helped me understand things differently.  So in that sense, all the little headaches and issues are worth it.  And with Asynchronous Shaders, it was fun to test it out and see it happen.  I think that the way a fork started with this feature actually helped motivate us toward ubershaders.

But, I wouldn't worry about some things making it into master.  Tesselation, as neat of an idea as it is, is way too invasive to be considered worth it.  Fast EFB Access has little support but honestly that's one of those things where I think the videocommon rewrite will help with other optimizations to hopefully make things more palatable for users.  Considering how much resistance there was for Async shaders, hell, anything could happen!

On the note of the videocommon rewrite... I don't see that making life easy on a fork.  I don't want you to stop though - I'd rather everyone work together, and while sometimes I'm frustrated with the direction of Ishiiruka, in a way, I do think we're all working together to make a better end product.
I would never fight over dolphin, we have a big community and there is place for everyone to have their opinion and feel free to implement anything they want, and I will always be thanking you for the support and testing you do when full async shaders where in development in the early stages of Ishiiruka. About the double edge sword, I am the most aware of that, messages in the forum are less than a 1% of messages I get in my mail, discord, skype about fixes and new feature request, Don’t complain about that, Is the inevitable result of my way of doing things, but I’m already used to it.

About the rewrite, WAY TO GO, I’m really happy about the changes and waiting to see how it goes, stenzek is implementing a lot of nice ideas, some of them I would really like to implement myself but was unable due to my shortage in free time.
(03-26-2018, 08:32 PM)dayway05 Wrote: [ -> ]I’m running an Intel Core i5-2520M for my CPU, and Intel HD 3000 for my GPU.

Any idea on when (version) the issue started for you?
(03-26-2018, 11:01 PM)Tino Wrote: [ -> ]Any idea on when (version) the issue started for you?

Ishiiruka always displayed the game without the shadows for me. 

Maybe the problem is on the hardware side, and Ishiiruka doesn't like integrated graphics? 
If the EFB Copy fallback isn't working for whatever graphics card you have, then, those shadows won't render. They're drawn by EFB copies. You could try EFB2RAM to see if maybe that knocks it into existence. I /believe/ that it's partial EFB copies.
Hello there! I posted this in the wrong spot earlier so I'm going to repost it here, hopefully I can get some answers or alternatives. For about 2 days now I've been trying to get my Double Dash game to dump textures so I could make my own texture pack. When I tried it however, it only dumped 3 textures. (I'm using the Ishiiruka's most recent build so maybe that's the issue?) I'm confused as to why the Ishiiruka build only dumps 3 to 8 textures, but when I try the most recent regular Dolphin build it dumps a ton of textures. I have some example pictures below. Can anyone figure out what I'm doing wrong or if it's just acting odd?
Also I'm the backend I'm using is Direct 3D 11 with a GeForce GTX 1050 Ti.
(03-27-2018, 08:47 AM)CarnivorousCashew Wrote: [ -> ]Hello there! I posted this in the wrong spot earlier so I'm going to repost it here, hopefully I can get some answers or alternatives. For about 2 days now I've been trying to get my Double Dash game to dump textures so I could make my own texture pack. When I tried it however, it only dumped 3 textures. (I'm using the Ishiiruka's most recent build so maybe that's the issue?) I'm confused as to why the Ishiiruka build only dumps 3 to 8 textures, but when I try the most recent regular Dolphin build it dumps a ton of textures. I have some example pictures below. Can anyone figure out what I'm doing wrong or if it's just acting odd?
Also I'm the backend I'm using is Direct 3D 11 with a GeForce GTX 1050 Ti.
Can you confirm the exact version you are using and share your config files, because i tested texture dumping and works perfectly for me, also looking at the screencshot textures are dumped with the old naming convention, thats a functionality that has been removed in the latest version.
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