melter
02-24-2015, 11:18 AM
Hi all, long time/first time poster.
First of all I just want to say thank you to the developers of Dolphin for their work on this awesome emulator. I remember way back when Dolphin was still in alpha (before it became open source anyway) loading Luigi's Mansion and just being amazed at how my computer could load up the intro for a few seconds before crashing! Needless to say it has come a long way since then!
My question is regarding the shader cache stutter that happens when new shaders are created and stored; every time this happens the game I'm playing stutters anywhere from just a moment to a couple of seconds, and this happens on pretty much any game, GC or Wii... I know it's not my computer's lack of performance, as otherwise I'm running Super Mario Galaxy 2 at 4x Native Res + 4xAA + 16xAF + Per Pixel lighting and V-Sync on both OGL and D3D at solid 60FPS 100% of the time (actually 110-115fps avg without frame limiter). Reducing any of these settings does not seem to help at all, except for turning off per-pixel lighting, which seems to help, but only a little.
Now from what I understand the shader cache stuttering will still occur the way it is implemented now no matter how fast your machine, and the only way to alleviate this is to play the game. The problem is that for single player games such as SMG you will need to beat the game at least once and have seen every effect beforehand in game to build a complete shader cache file, which is not really ideal IMO.
So my question really is if there are any plans to improve on the shader cache implementation or replace it with a better solution?
Also, not sure how universal shader cache files are compared to what video card they were created on, but one workaround I can think of would be to host a public list of "complete" shader cache files that users can contribute to and download from?
First of all I just want to say thank you to the developers of Dolphin for their work on this awesome emulator. I remember way back when Dolphin was still in alpha (before it became open source anyway) loading Luigi's Mansion and just being amazed at how my computer could load up the intro for a few seconds before crashing! Needless to say it has come a long way since then!
My question is regarding the shader cache stutter that happens when new shaders are created and stored; every time this happens the game I'm playing stutters anywhere from just a moment to a couple of seconds, and this happens on pretty much any game, GC or Wii... I know it's not my computer's lack of performance, as otherwise I'm running Super Mario Galaxy 2 at 4x Native Res + 4xAA + 16xAF + Per Pixel lighting and V-Sync on both OGL and D3D at solid 60FPS 100% of the time (actually 110-115fps avg without frame limiter). Reducing any of these settings does not seem to help at all, except for turning off per-pixel lighting, which seems to help, but only a little.
Now from what I understand the shader cache stuttering will still occur the way it is implemented now no matter how fast your machine, and the only way to alleviate this is to play the game. The problem is that for single player games such as SMG you will need to beat the game at least once and have seen every effect beforehand in game to build a complete shader cache file, which is not really ideal IMO.
So my question really is if there are any plans to improve on the shader cache implementation or replace it with a better solution?
Also, not sure how universal shader cache files are compared to what video card they were created on, but one workaround I can think of would be to host a public list of "complete" shader cache files that users can contribute to and download from?