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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(10-15-2014, 05:23 AM)Tino Wrote: [ -> ]opengl in ishiiruka, is FARRRRRRRRR from be like master opengl code.
ishiiruka ogl has not been maintained in a year, you should stick to dx11 or dx9 until ogl is updated.

Aaah, I didn't know that. I thought when master stuff gets merged, OpenGL is included. I never use OpenGL with Ishiiruka, though, so I don't really care ^^


(10-15-2014, 05:23 AM)Tino Wrote: [ -> ]stripthesoul: you never mentioned that your sound issues only happend at full screen Smile

Actually, I did Big Grin
https://forums.dolphin-emu.org/Thread-unofficial-testing-needed-ishiiruka-dolphin?pid=341513#pid341513
LOL really miss that coment is really good info thanks i will test it and try to fix it Smile
Hehe, yeah, there's a lot of stuff in this thread. Easy to overlook something.
Note that this sound issue is another one than the one where music skips around the track in Mario Kart Wii and especially Wii Sports Resort. That one doesn't have anything to do with exclusive fullscreen.
(10-15-2014, 04:12 AM)Tino Wrote: [ -> ]Dant: can you share your settings to test them?

My specs (they are also written in my profile):

Operating System: Win 7 x64
Processor/CPU: Pentium B960 2.2 Ghz
Video Card/GPU: GeForce 710m 1GB
Memory/RAM: 4GB

Enabled settings:

General
Enable Dual Core, Enable Idle Skipping, Framelimit: auto, JIT Recompiler, DSP HLE, Xaudio 2.

Video
OGL in master or DX9 in Ishiiruka, v-sync: off, Internal Resolution: Auto (window size), AA: none, AFL 8x, Post-Proc: off, Scaled EFB Copy, Skip EFB Acces from CPU, Ignore Format Changes, EFB Copies: Texture, External FB: disabled, Fast Depth Calculation: on.

Testing (doing in 640x480 windowed mode):

Resident Evil 4 PAL 60Hz, Mercenaries mode http://img.sc/6omWCS (framelimit off, obviously):

Master 4.0 3500 OGL: 32-35 fps

Master 4.0 3500 DX11: 21-23 fps

Ishiiruka.b374d4b.x64 DX9 (without the recent improvements): 22-23 fps

Ishiiruka.b374d4b.x64 DX11: 22-23, occasionally jumps to 25 fps

Ishiiruka.187de69.x64 DX9 (with the recent improvements): 22-23 fps (oh, and here's the bug: image in this backend is blurred, unlike in DX11 or other builds)

Ishiiruka.187de69.x64 DX11 : 24-25 fps


Resident Evil 4 PAL 60Hz Mercenaries mode http://img.sc/Ko2kcq:

Master 4.0 3500 OGL: 26-30 fps

Master 4.0 3500 DX11: 22-25 fps

Ishiiruka.b374d4b.x64 DX9 (without the recent improvements): 20-22 fps

Ishiiruka.b374d4b.x64 DX11: 21-22 fps

Ishiiruka.187de69.x64 DX9 (with the recent improvements): 21-22 fps

Ishiiruka.187de69.x64 DX11 : 23-25 fps

In all cases both CPUs have a 100% load, while video has 30% or something.

Also it is worth to mention, that in RE4 enabling Skip EFB access from CPU gives a nice speedboost, around 5-10 fps in master 3500 build, but at the same time it disables lens flare and removes bloom like effect from certain light sources. Maybe Ishiiruka has this feature implemented in a different way?


Burnout 2 PAL 60Hz widescreen enabled from ingame (forgot about it), Single race-choose a car http://img.sc/mwKqDW:

Master 4.0 3500 OGL: 180-192 fps

Master 4.0 3500 DX11: 110-125 fps

Ishiiruka.b374d4b.x64 DX9 (without the recent improvements): 165-175, occasionally jumps to 180 fps

Ishiiruka.b374d4b.x64 DX11: 130-140 fps

Ishiiruka.187de69.x64 DX9 (with the recent improvements): 185-200 fps

Ishiiruka.187de69.x64 DX11 : 140-150 fps


I also have RE: Remake, RE: Zero, MGS TTS and Fight Night Round 2 so if needed, I can test them too.
can you chek "dump vertex loaders" in those games and send the files generated in the dump folder?
about the blured image i will fix it in my next version. to improve speed you can chek fast efb access option and it should give you a speed boost and the efect should still work.
(10-15-2014, 07:05 AM)Tino Wrote: [ -> ]can you chek "dump vertex loaders" in those games and send the files generated in the dump folder?
about the blured image i will fix it in my next version. to improve speed you can chek fast efb access option and it should give you a speed boost and the efect should still work.

I have several questions:

Which backend should I use? DX9, 11 or both? Should I enable this option before starting a game or before the aforementioned places/scenes? And how long should I play?

As for the fast EFB, I checked it before, it gives me a speed boost (not as good as with EFB access option disabled), but for some reason it disappears after several seconds.
you should use the backend that gives the best performance for you, in my system for example dx9 is the fastest, dx11 is a little slower and ogl works almost half speed. you have limited resources as your cpu and gpu are really slow, you should test the best configuration for your system and stick to it. aboyt the fast efb, the option disapears or the speedup?
I dunno why you guys destroyed OpenGL so bad in your fork. It's pretty disheartening when you consider that there's no reason for it to be that bad.

I guess it doesn't matter that much when this is a Windows Only fork, right?
(10-15-2014, 07:58 AM)Tino Wrote: [ -> ]you should use the backend that gives the best performance for you, in my system for example dx9 is the fastest, dx11 is a little slower and ogl works almost half speed. you have limited resources as your cpu and gpu are really slow, you should test the best configuration for your system and stick to it. aboyt the fast efb, the option disapears or the speedup?

Ok, I'll do it tomorrow. It is the speedup that disappears, though I tested the option just once, I'll retest it tomorrow.
JMC47: we did not destroyed opengl in our fork is just unmaintained, mi first idea was that I will try to support older devices in ogl, and even basic version for mobile devices, but my lack of time and the hard reality that ogl support in some devices is really a disaster keep me away from that, after that the reality that in my system ogl even on master runs extremely slow just discouraged me from doing any innovation in ogl.
Even with those facts I tried to implement async shaders on ogl but hit again the problem that my implementation works only for AMD and completely fails on NVidia. So I took a decision I will only implement my improvements on dx9 and dx11, just for the simple reason that there are better people in master maintaining ogl and they are doing an excellent job, and when I have the time I will merge ogl and software from master. Trust me I have a ton of ideas to improve things a lot and I’ve seen a lot of good ideas that I can merge, but it will take time because I have a lot of thing to work on

An a little fact that no one remembers I started working on ogl, is the first api I learned and i still think that with the right decisions ogl could be a great api, I just moved to dx9 just to learn and continued there because no one else do.
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