Hi all!
I tried but could not copilar my own version which enables the use of 70% of the memory ram instead of 50 % in the stable version for the loading of custom textures. I would ask for someone to compile a version that does it .
Line to chage: line 143 in Source/Core/VideoCommon/HiresTextures.cpp
do you know that this can cause your pc to freeze or give a blue screen dont you?
(08-20-2015, 05:21 AM)daniellegal Wrote: [ -> ]do you know that this can cause your pc to freeze or give a blue screen dont you?
Yes, I Know! Even so , I would such a version . I tried to build a version as well but I can not use Visual Studio 2013. I'm completely lost...
I made a PullRequest where if You have more than 4GB ram Dolphin will only ensure, that 2GB remains untouched instead of actual 50%, so for 8GB Ram - ~6GB will be for textures, and for 16GB You will have 14GB for those.
We will see if this will be merged.
(08-20-2015, 06:52 AM)barat Wrote: [ -> ]I made a PullRequest where if You have more than 4GB ram Dolphin will only ensure, that 2GB remains untouched instead of actual 50%, so for 8GB Ram - ~6GB will be for textures, and for 16GB You will have 14GB for those.
We will see if this will be merged.
Great idea! The Ultra textures of the game Xenoblade , allocate around 5.5gb in RAM.
I have 8gb, so I think it worked!
waiting now..
(08-20-2015, 08:40 AM)BrunoNabas Wrote: [ -> ]Great idea! The Ultra textures of the game Xenoblade , allocate around 5.5gb in RAM.
I have 8gb, so I think it worked!
waiting now..
So You can grab 4.0-7371 dev build or newer from dolphin download page

It will be merged into 5.0 RC version too if You prefer them

(08-20-2015, 07:12 PM)barat Wrote: [ -> ] (08-20-2015, 08:40 AM)BrunoNabas Wrote: [ -> ]Great idea! The Ultra textures of the game Xenoblade , allocate around 5.5gb in RAM.
I have 8gb, so I think it worked!
waiting now..
So You can grab 4.0-7371 dev build or newer from dolphin download page
It will be merged into 5.0 RC version too if You prefer them 
Nice Job man!!
Will u make a 5.0 Version like that?
For now, which are the differences between version 4.0 to 5.0?
Very nice, this was the only problem I saw in the texture prefetching feature from the start

Wasn't the stable branch forked at something like 4.0-6727? Everything in that article is after that build so they aren't included in the release candidates, so therefore they're not included in 5.0. (I'm probably just going to continue to recommend for users to use to the latest development build even after 5.0 releases... But at least stable users will get a bunch of the optimizations and fixes.)