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(07-23-2017, 11:44 AM)JonnyH Wrote: [ -> ]Yeah, no GL_EXT_blend_func_extended or one of the shader_framebuffer_fetch extensions likely means you won't be able to solve this without resorting to a second render pass - which was so horrible to maintain it was abandoned ages ago.

EDIT: https://gfxbench.com/device.jsp?benchmark=gfx40&os=Android&api=gl&D=Google+Pixel+C&testgroup=info suggests the pixel C exposes EXT_blend_func_extended - so it doesn't need the framebuffer_fetch stuff and already should have worked without my changes...

Welp guess the Nexus 9 is just EOL then. Nice work from google butchering the device all the way to the end.
(07-23-2017, 11:09 AM)JonnyH Wrote: [ -> ]You might be able to get the messages out of "adb logcat"

No luck. Subsequent attempts to reproduce the error messages failed. It could be an issue with the update workaround messing with dolphin settings. Cannot say for sure, but I'm totally unable to reproduce it. As this point the application runs just fine.
I had a go at implementing a possible "undefined behaviour" allowance in the framebuffer_fetch spec to see if it fixes the qualcomm adreno corruption.

If anyone could re-run the latest apk from https://dl.dolphin-emu.org/prs/pr-5802-dolphin-latest.apk on a adreno 5xx and let me know if it helps anything, that would be great!

I don't have one to test with myself, so it's something of a stab in the dark....
Hi. I just downloaded to try in my sxzp with SD 835and what options must I use exactly for playing re4. *I tried some combinations but don't work or I have a green scenario I don't see anything or the game don't runs or I have the problem with the fog that I comment at the first post.

If you could tell me what options I must put I can try them and give you feedback about the new release.

Thanks
(07-26-2017, 04:15 PM)pollet Wrote: [ -> ]Hi. I just downloaded to try in my sxzp with SD 835and what options must I use exactly for playing re4. *I tried some combinations but don't work or I have a green scenario I don't see anything or the game don't runs or I have the problem with the fog that I comment at the first post.

If you could tell me what options I must put I can try them and give you feedback about the new release.

Thanks

Disable fog
Disable GPU texture decoding.
Enable EFB to everything
No overclock.
(07-22-2017, 01:51 AM)Nintonito Wrote: [ -> ]The spec can't be that old either,  considering ES 3.1 and r7 drivers appear to be minimum for having the extension.  Looking at the mainline extension,  it was introduced for ES2.0 as well.  I haven't poked through other vendors fully yet but I haven't seen any of them implementing it before ES3.0 anyways

EDIT: Just confirmed PowerVR doesn't implement it in ES2.0 either.

how to use this resident evil 4 dff files tnx.
(07-26-2017, 10:21 PM)Nintonito Wrote: [ -> ]Disable fog
Disable GPU texture decoding.
Enable EFB to everything
No overclock.

Tried all the options and the game runs all the time with the smoke or problem. Must I do something more!? 

Frames are very good with some drops downs but really playable in SD 835.

If there is some new release or some new configuration I can try them. 

Tanks for the help. 
(07-27-2017, 03:03 AM)pollet Wrote: [ -> ]Tried all the options and the game runs all the time with the smoke or problem. Must I do something more!? 

Frames are very good with some drops downs but really playable in SD 835.

If there is some new release or some new configuration I can try them. 

Tanks for the help. 

If the latest apk from that link doesn't help we're probably hitting qualcomm driver bugs - and there's not really anything I can do to help as I don't have any adreno 5xx hardware to test myself, and "testing via forum" is already difficult enough without having to worry about trying to figure out what's going wrong with their driver.

I'll probably end having to disable this for adreno completely, or just leave it enabled if the "bugs" are "less worse" than the dual-source blending being not implemented.
(07-27-2017, 04:17 AM)JonnyH Wrote: [ -> ]If the latest apk from that link doesn't help we're probably hitting qualcomm driver bugs - and there's not really anything I can do to help as I don't have any adreno 5xx hardware to test myself, and "testing via forum" is already difficult enough without having to worry about trying to figure out what's going wrong with their driver.

I'll probably end having to disable this for adreno completely, or just leave it enabled if the "bugs" are "less worse" than the dual-source blending being not implemented.

It wouldn't be a problem to leave this on as long as it doesn't cause graphical issues with games that do not need dual-purpose blending.

From what I have tried all games have some graphical glitches even if it doesn't use this blending technique.

This is from installing the PR apk today and running it.
(07-29-2017, 01:02 AM)cruise871 Wrote: [ -> ]It wouldn't be a problem to leave this on as long as it doesn't cause graphical issues with games that do not need dual-purpose blending.

From what I have tried all games have some graphical glitches even if it doesn't use this blending technique.

This is from installing the PR apk today and running it.

The latest version *should* use the (old) path if the dual-source blending is not being used, so it *should* look behave the same.

This may be a difference between "need" the feature to look remotely correct, or "uses" the feature even if it doesn't cause a visible difference in the output.
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