Fix the EFB to RAM in the plugin D3D11 please, actually is semi-broken in the master brach, some games crash (eg Sonic Adventure 2 Battle, etc).
Salu2 - Darkness Knight.
(06-14-2014, 10:46 AM)Darkness Knight Wrote: [ -> ]Fix the EFB to RAM in the plugin D3D11 please, actually is semi-broken in the master brach, some games crash (eg Sonic Adventure 2 Battle, etc).
Salu2 - Darkness Knight.
With a bit of luck, the MKWii EFB2Ram crash was of the same kind of the one you talk about and i already have a fix ^^
I already confirmed it is.
A new version is on the first post

Do not try to run with the gl backend or a D3D10 only gpu for the moment

Will any of these changes be merged to master any time soon? It has been more than a month since these builds started and nothing is merged as far as i know.
This build also fixes "Issue 3953: Overlord Dark Legend crashes with BackPatch warning messages."
EFB2Ram is stuck on in the current latest build.
What are your thoughts on GSYNC, also this does not seem to work well in the D3D Backend
from reports, maybe have a GSYNC option too.
Quote:G-SYNC is a variable refresh rate technology announced by NVIDIA, running dynamically at 30Hz->144Hz. Monitor refreshes immediately upon Direct3D frame presentation, instead of waiting till the next VSYNC. Before, 60Hz monitors needed 1/60sec to transmit the refresh from the GPU to the monitor. Not anymore. In a G-SYNC monitor, the frame transmission time is always 1/144sec, even during 60fps.
Apparently, this makes it possible to do ultralow input lag 60Hz for emulators!
For developers, it is actually very simple to run G-SYNC at a fixed refresh rate: Basically, emulator runs at 60fps@60Hz, but with frame transmission times of 1/144th of a second from GPU to display. In G-SYNC mode, you just simply do Direct3D Present() 60 times a second accurately (based on QueryPerformanceCounter()), and viola! G-SYNC 144Hz running at 60fps@60Hz.
1/60sec frame transmission to monitor = 16.7ms (traditional VSYNC at 60Hz)
1/144sec frame transmission to monitor = 6.9ms (G-SYNC)
Input lag reduction = almost 10ms
To Emulator Creators
It's a very simple programming change to emulators:
- A command line option or mode that ignores VSYNC, and instead uses microsecond-accurate timer to call Direct3D Present(). This allows the emulator to control a G-SYNC monitor's immediate refresh (e.g. 50Hz or 60Hz). The emulator briefly runs as fast as possible for 1/60sec (surged emulation execution) then frame is immediately delivered as fast as possible to the monitor (in 1/144sec) without waiting for VSYNC. Rinse and repeat 60 times a second. Low input lag bliss
That's not a change that'll change any part of how dolphin works. All it does is allow the monitor to display a frame sooner if it's ready early.
Thanks for the new wip build, this don't fixes the efbtoram right?
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Sonic Adventure DX - Director (USA):
Don't show text and missing screens.
Sonic Adventure 2 - Battle (USA):
The text flicker and crash with EFBtoRAM.
Changes in the texture decoder?
Salu2 - Darkness Knight
This build should fix the EFB2Ram crashes.