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Old July 2nd, 2009   #6801 (permalink)
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no... i am aware that the plugin is still broken, but i used the old plugin and it came up with an error when accessing the configuration of the plugin which crashed the emulator. Even though the plugin worked previously with other revisions.

Please understand...
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Old July 2nd, 2009   #6802 (permalink)
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Quote:
Originally Posted by LWares View Post
Direct3D9 plugins don't work no more for some reason as it comes up with an error which crashes the emulator.

Please fix this asap!

Many thanks...
r3627 changed the specs for video plugins, and video plugins that do not have this added function will cause this problem
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Old July 2nd, 2009   #6803 (permalink)
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Question

Quote:
Originally Posted by lpfaint99 View Post
r3627 changed the specs for video plugins, and video plugins that do not have this added function will cause this problem
So... that means me and everyone else who uses this plugin are buggered for the time being then? Oh great... we get sound finally for the zelda games and then this happens!

Edit: I'll stick to the revision before that took affect. Which means, if i am correct... the old plugins no longer work due to this change?
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Dolphin SVN Downloads
Latest SVN (r4597): Windows Skydrive | Mediafire
Old SVN Revisions: Windows Skydrive | Mediafire

Dolphin SVN Revision: 4597 (x86) using Direct3D9 Plugin

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Windows 7 Ultimate (RTM) x32 bit
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Last edited by LWares; July 2nd, 2009 at 03:51..
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Old July 2nd, 2009   #6804 (permalink)
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To fix the map thing u have to put none in hacks, BTW what is better for dolphin Pal or Nstc version?
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Old July 2nd, 2009   #6805 (permalink)
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Yes, it looks like you are. This is one of the reasons I own a Wii as a backup solution, can't expect or rely on an emulator to run everything flawlessly. With an emulator that is in a constant state of a WIP like Dolphin, things are bound to break at some point.

One of the main reasons why it is important to own the actual system, when something isn't working on the emulator I always have my Wii to turn to in order to play my games.

Who knows, they might fix it soon or it could be months later before it is fixed. The OpenGL plugin is still working fine providing that your hardware is sufficient enough to use the OpenGL plugin.

@DXGocho, the version you have bought and dumped yourself. PAL and NTSC versions essentially run the same, except PAL is 50hz while NTSC is 60hz.
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Old July 2nd, 2009   #6806 (permalink)
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PAL also has 60hz while NTSC is 60hz only
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Old July 2nd, 2009   #6807 (permalink)
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We had to change the plugin specs to fix EFB reads (zelda sun glare, pull stars) and bounding boxes (used by paper mario), there was simply no way around it.

I am thinking about bringing back the old DX plugin up to modern standards though. The merge was definitely a failure
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Old July 2nd, 2009   #6808 (permalink)
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ector, the pull star issue was due to efb reads?

That's at least nice to know, after much time contemplating on what the source of the problem could of been. Gamecube and Wii emulation has come a long way, definitely a far cry from back when the last official versions of Dolphin were released.

With efb reads, how much of a performance hit are we looking at for decently spec'd systems such as Core2Duo, Core2Quads and Core i7? Specifically how much as an estimate would you say efb reads would impact performance on a Core2Duo E8500 at stock speeds?

All these discoveries should be useful for other Gamecube emulation projects. Who knows, some day Gcube or Dolwin might make a new found return to the emulation scene with this information, this information should also be of great help to the Gekko project.
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Old July 2nd, 2009   #6809 (permalink)
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Exclamation Dolphin SVN Revisions 3626 & 3643 (x86) Available to Download!!!

OK... because, i'm now doing this blind (as of SVN r3627) without knowing what the results will be on any future complies that i do, (due to the Direct3D9 plugins no longer working) this means... i will be still compliling Dolphin (x86) regardless... what happens in the near future with the plugins.

Although... for the time being this only works for the OpenGL Plugin only which means sadly like i have mentioned before with my previous complie you will need a decent GFX card otherwise you will be screwed until the Direct3D9 plugin is working once again.

Anyway... I have just uploaded SVN Revisions 3626 and 3643 (x86) which are available below in my signature as always with all my complies that i have done.

Enjoy!
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Dolphin SVN Downloads
Latest SVN (r4597): Windows Skydrive | Mediafire
Old SVN Revisions: Windows Skydrive | Mediafire

Dolphin SVN Revision: 4597 (x86) using Direct3D9 Plugin

My CPU Specs: Compaq-Presario SR5109UK
Windows 7 Ultimate (RTM) x32 bit
Intel(R) 82945G Express Chipset
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Old July 2nd, 2009   #6810 (permalink)
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starting a game at Dolphin from a bat file
is possible?

Ex:

Code:
start Dolphin D:\Gamecube\Game.iso
but I getting this error:

hiper4.jpg

Tks for all and congratulations to the fine work you are doing!
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Old July 2nd, 2009   #6811 (permalink)
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Quote:
Originally Posted by Xtreme2damax View Post
(...)

With efb reads, how much of a performance hit are we looking at for decently spec'd systems such as Core2Duo, Core2Quads and Core i7? Specifically how much as an estimate would you say efb reads would impact performance on a Core2Duo E8500 at stock speeds?

(...)
I might get corrected, but after reading a bit of documentation, it's an issue of VRAM -> RAM copy, which is slow whatever your processor is, it's a bus issue. So better CPUs won't do much here, it's an issue with the general PC architecture (downloads from GPU ram are slow by design).

There's not much you can do, besides copying less information where it's feasible, but most of the time it incurs in a GPU pipeline stall which is really bad: basically the CPU has to wait for the GPU to flush the pipeline in order to receive the information, thus stalling the CPU and loosing processing time.

On consoles usually reading from VRAM is free, due to the unified memory architecture, which PCs don't have.
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Old July 2nd, 2009   #6812 (permalink)
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can someone give me the link to 3644?
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Old July 2nd, 2009   #6813 (permalink)
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here is the link to R3645 from satanic


http://cid-ec92aae47a89073b.skydrive...lphin-r3645.7z
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Old July 2nd, 2009   #6814 (permalink)
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I might get corrected, but after reading a bit of documentation, it's an issue of VRAM -> RAM copy, which is slow whatever your processor is, it's a bus issue. So better CPUs won't do much here, it's an issue with the general PC architecture (downloads from GPU ram are slow by design).

There's not much you can do, besides copying less information where it's feasible, but most of the time it incurs in a GPU pipeline stall which is really bad: basically the CPU has to wait for the GPU to flush the pipeline in order to receive the information, thus stalling the CPU and loosing processing time.

On consoles usually reading from VRAM is free, due to the unified memory architecture, which PCs don't have.
We only read 1 pixel though
The performance hit is there, but it's really small, and yes glReadPixels() is usually slow due to the things you just mentioned
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Old July 2nd, 2009   #6815 (permalink)
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Quote:
Originally Posted by shashClp View Post
I might get corrected, but after reading a bit of documentation, it's an issue of VRAM -> RAM copy, which is slow whatever your processor is, it's a bus issue. So better CPUs won't do much here, it's an issue with the general PC architecture (downloads from GPU ram are slow by design).

There's not much you can do, besides copying less information where it's feasible, but most of the time it incurs in a GPU pipeline stall which is really bad: basically the CPU has to wait for the GPU to flush the pipeline in order to receive the information, thus stalling the CPU and loosing processing time.

On consoles usually reading from VRAM is free, due to the unified memory architecture, which PCs don't have.
So likely a dramatic performance decrease, perhaps making it optional on a per game basis with the ability to enable and disable it might be more feasible in the long run.

This is unless there is a way to implement it without affecting performance too much.

:Edit: Just saw sl1nk3's post above..
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Old July 2nd, 2009   #6816 (permalink)
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We only read 1 pixel though
The performance hit is there, but it's really small, and yes glReadPixels() is usually slow due to the things you just mentioned
Yep, I saw the code today That'll only save bandwith, but the pipeline stall will be there any way (and it's even worse with multi-sample FBOs, having to resolve the render buffer to a texture before even being able to issue a read). Any way, you probably know that already, just informing the rest of people.

Xtreme2damax: There's no way to fix it with current PC architecture.
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Old July 2nd, 2009   #6817 (permalink)
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Understood, I wasn't sure of whether or not there was a way around the performance decrease. I suppose that explains everything, we can only hope that in the future that there is an overhaul and improvement to PC architecture rather than just the same old more powerful hardware, more cores, more graphics cards routine that is common with the PC nowadays.
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Old July 2nd, 2009   #6818 (permalink)
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I just noticed that the Sunflare effect Bugs windwaker on Dual core mode. The screen just stays black. Buy if you chose SC then it works (but it looks rather ugly)

This prevents Wind waker from showing it's intro, and showing the scene where link's sister is kidnaped. (among others)
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Old July 2nd, 2009   #6819 (permalink)
 
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DC mode is not yet fixed completely
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Old July 3rd, 2009   #6820 (permalink)
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I've uploaded revision 3655 (All standard and JITIL builds ), severe and annoying flickering in Mario Galaxy is finally fixed. There is also no longer a need to use the Super Mario Galaxy graphics hack with this game to see in game graphics.

Enjoy nice graphics in Super Mario Galaxy with some sounds and music.

You can download this revision from the link in my signature, or wait for me to upload to my Skydrive account.

Skydrive mirror for revision 3655:

http://cid-b8ece3275d590dda.skydrive...Public/Dolphin
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Last edited by Xtreme2damax; July 3rd, 2009 at 03:44..
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