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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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Uploaded a new version can anyone chek if the issue with full screen in dx11 is fixed?
(09-28-2014, 04:29 AM)Tino Wrote: [ -> ]Uploaded a new version can anyone chek if the issue with full screen in dx11 is fixed?

Nope, still the same and when i check borderless fullscreen it works. It is definitely exclusive fullscreen related. Plus shader debugging gets enabled when running d3d11 with borderless fullscreen for some reason.
Hmm, for me DX11 still crashes, no matter if fullscreen or window.
Excuse me, is it possible to use full async shader compilation on both dx9 and dx11? If so, is there a difference between the two? (besides the obvious)
they work exacltly the same. just test both backends and see what works best for you
Dx 11 is better if your pc is powerfull because has the half of dx9 shaders to compile
(09-28-2014, 06:58 AM)Tino Wrote: [ -> ]they work exacltly the same. just test both backends and see what works best for you
OK, thanks. I'll try both backends.

(09-28-2014, 07:06 AM)marcosvitali Wrote: [ -> ]Dx 11 is better if your pc is powerfull because has the half of dx9 shaders to compile
Sorry, I can't understand what does this mean performance wise. Dx11 should be smoother if run with a fast modern processor in most games?
Dx11 should be smooth, always talking about slowdowns because of shader compilation issues. Its important you first understand when the emulator has a slowdown because of shaders compilation. For example intro race in Mario Kart wii has this issue. The shaders perfomance issues only happens the first time because are cached for the nextone.
Thanks for the time you took to explain that.
After testing async shader comp with Metroid: Other M I've noticed that shader compilation is much smoother and faster when using DX9, at least on my i5 2500K@4.5, so thanks for keeping the DX9 backend alive, and also thanks for the incredible work on this Ishiiruka build so far.
Textures are missing for a very short period of time but it does not hurt the gaming experience and the speed boost in shader compilation is definitely worth it. Keep up the good work, Tino!
Pacman World 2 has some pretty bad issue with level clipping in D3D11. No issues in D3D9. Some pictures of the clipping (looks like only some shaders/textures are loaded when you get close to my untrained eye) can be found here: https://www.mediafire.com/folder/9781j1pi8irat/PMW2_Pics

Note that some things like pacdots will fade in shading towards grey as you get farther away from the camera. This is using default settings for D3D11 btw.

EDIT: Ugh, forgot to mention the important part. This happens REGARDLESS of whether you enable asynchronous shader loading or not. Even if you disable all asynchronous loading options or use the safest loading combo (the Predictive FIFO + wait for shader compilation combo), this issue still occurs. Finally added mediafire link to pictures.
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