Dolphin where is safe texture cache




















GetRawHeight ,. GetMipMapLevel level - 1 ;. GetTextureFormat ,. StitchXFBCopy entry ;. XFB textures aren't tiled, so this is simple. We can use a partial rectangle if. This behavior has been. To get the correct result, we apply the texture updates. This ensures that the parts of the texture.

This should work, but it may be a better idea to keep track of partial XFB copy. Therefore, for. This is okay for now, because. Should we wish to implement interlaced. GetWidth srcrect. Coefficients 0, 1. Reason: the texture is dynamic,. Storing a VRAM copy is useless, because we'd always end. The entry basically behaves like a.

Those differ. NeedsCopyFilterInShader coefficients ;. We zero the memory so we. Partly overwritten textures with the same stride. This has no implications. This way if the copy is used as a texture. FlushEFBCopy entry ;. In which case, we don't need to compute the new hash of. IsRenderTarget iter. But the GC textures have a limited size, so we. But this yields false-positives which must be checked later on. This way it can still be used via tmem cache emulation, but nothing else.

Because let's say a game is rendering a bloom-type effect, using EFB copies to essentially. The second copy will invalidate the first, forcing a flush. A lot of games require the safe texture cache option for the game to be emulated properly. Even when they don't, using this option causes an extremely high loss of performance in most situations.

While this greatly varies, sometimes as little as a small hit, sometimes a ridiculous hit that can bring any computer to their knees. You can determine this just by opening up the game and playing with the cache settings. Pokemon XD and Colosseum is similar. A Shadow Pokemon showing up can drop the framerate way, way down.

It turns a very smooth experience into one that can be plagued with crashes due to dualcore desyncs. This has been a Dolphin problem for as long as the emulator has existed, but there are possible solutions that can be done to help this. The ultimate goal would to have a solution that doesn't need texture cache settings whatsoever. What are your PC specifications? Maybe a stupid question: often games only need the medium setting of texture caching that is much faster than the safe setting , but in the game.

Medium works okay in a lot of games that require safe, but they still don't work correctly. For that extra boost to accuracy, safe is used. My dolphin is version 4. The version I had on my old laptop was older, slower, and more glitchy, but the custom textures loaded perfectly. As for the graphic card, here is all the info on that:. Also you could try to enable cache, and OpenMP Texture coding in the settings. See issue here. Even if the project releases a newer version with the fix, you may not be able to use it effectively.

Unless the latter issue was fixed first. What was the version that worked? Still crashes at the opening screen. Could it be because my graphics card isn't good enough? I don't think it's anything to do with your GPU or hardware. Searching on the forums, looks like OS X users crash a lot with this game, but it's been confirmed that Windows users with the same settings as their Mac counterparts don't experience any problems.

You could try using a more recent Dolphin build, or use BootCamp if you have a version of Windows you can install. I tried playing it on my Windows PC and it worked perfectly! Thank you all for the help!



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