It can be new features, general improvements, or bugs on certain games that still need to be fixed.
Personally, I am hoping for larger/better support on Android. Increased optimization and the inclusion of the D-Pad/C-Stick for the on-screen controls would especially be something I would like to have.
Dynamic resolutions would probably help if you're already playing around with ridiculous resolutions. Imagine attempting 4K, but you drop it to something lower if the GPU load is too much, then bring it back up to 4K. It's an interesting idea, to say the least.
Ubershader is all I want.
1- Ubershaders.
2- Some integration with 3Dmigoto (
https://github.com/bo3b/3Dmigoto/releases) to be able to fix shaders manually for 3D Vision (like water in Twilight Princess, skybox distance, etc) per game without interfering with other games. I offer myself to fix a bunch of games, but with shader CRCs changing between builds and settings (ubershaders would help with the first thing at least), and with 3Dmigoto being unable to read the separation and convergence parameters from the Dolphin 3D Vision implementation (with 3D Vision automatic there are geometry problems), it's an impossible task right now. Unless something can be done in the Dolphin shader generation to fix shaders that would be wrong in 3D otherwise.
1 - Ubershaders, like everyone else.
2 - No more need for EFB-to-RAM. In other words, a feature similar to "Store EFB Copies to Texture Only" that will work for every game.
3 - Being able to bind controller buttons for multiple devices simultaneously (so you can bind buttons to your keyboard if the controller lacks a button or two). My fault, this feature already exists. Although it is hard to know or really convenient to do so.
4 - An internal database within Dolphin for 60 FPS and Widescreen codes and other codes that are for quality enhancement. I guess codes such as double damage for Zelda games could also be covered here. There are a lot of cool codes provided on the forums. Perhaps support a database for HD texture packs as well?
5 - Being able to open the Graphic Settings menu without reverting back to the user preferences.
6 - Prefetch Textures requiring less RAM to load. At least, the Ishiiruka build could do that with DDS textures.
7 - Filters, such as xBRZ.
8 - Improved Load Custom Textures and Dump Textures support for N64 VC games. N64 VC games such as Super Smash Bros. 64 and Mario Kart 64 have duplicates for each texture. It is not infinite, but still, count around at least ten different texture dumps for more or less the same texture, but only in a different position, if not hundreds... Weirdly enough, Super Mario 64, Majora's Mask and Ocarina of Time all work perfectly as expected when dumping textures. It would make my life much easier for porting N64 texture packs.
9 - Game Boy Player support... Why are you looking at me? Why not, if for the sake of having complete functionality?
10 - Dynamic Resolution Scaling sounds nice. Perhaps this could be offered to other features? For example Dynamic Anti-Aliasing Scaling? Automatically switch between Store EFB Copies to Texture Only? Or switch between filters (for example ranging from xBRZ1 to xBRZ6).
11 - The new Dolphin QT interface, Vulkan and the Ultra-Mega-Super-Hybrid-XFB merges.
12 - MotionPlus emulation.
Just a wish list. I suppose I am being a bit greedy here. Yea, I know, some features may be to far from reach. A man may always dream, right?
(07-19-2016, 04:50 AM)Admentus Wrote: [ -> ]6 - Prefetch Textures requiring less RAM to load. At least, the Ishiiruka build could do that with DDS textures.
I thought Dolphin could use DDS textures already (since I'm using the Xenoblade HD pack in DDS format) or are you referring to something else entirely? Like if you have 2GB worth of textures does it allocate more than that in RAM or what?
Take the Wind Waker HD texture pack for example, on the master build you need at least 26 GB of RAM to prefetch it unless you scale down the texture pack. It does not matter if it is DDS or PNG, both packs require the same amount of RAM. The Ishiiruka build however seems to compress a DDS pack resulting in a smaller amount of RAM to prefetch the same original Wind Waker HD texture pack, this time only requiring about 8 GB of RAM. That however only works with DDS.
I believe the Wind Waker HD texture pack is about 2 GB large, yet requires an enormous amount of RAM to prefetch. I only have 16 GB of RAM, so I either have to use a different build or scale down the texture pack. As you said I am refering to the allocation of space within the RAM. I am aware that Dolphin already supports DDS texture packs in addition to PNG.
(07-19-2016, 04:50 AM)Admentus Wrote: [ -> ]3 - Being able to bind controller buttons for multiple devices simultaneously (so you can bind buttons to your keyboard if the controller lacks a button or two).
Setting it up is a little weird, but you can do this. Just right click the button in the control menu.