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Yeah Dolphin isn't a modern video game, your video card isn't the thing doing most of the work or holding performance back. Besides the stuff Hace is asking, what graphics settings are you using? Are you trying to run the game at 4x resolution with everything turned up/on? Are the slowdowns you're talking about occasional or is the whole game running at single-digit FPS? Have you tried just running it at native resolution with no bells and whistles? Xenoblade is one of the more demanding games, so if you have everything turned up and are expecting perfect performance just because you have a modern computer than you might be a little disappointed.
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# ? Feb 3, 2015 22:11 |
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# ? Apr 28, 2024 13:20 |
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VDay posted:Have you tried just running it at native resolution with no bells and whistles? This is one of the best and yet probably most forgotten pieces of sound advice when it comes to dolphin and emulators in general. If you have an issue that you cannot find a resolution for on the web then try running the game with settings that are as vanilla as possible first and then start slowly cranking it up from there. Isolate your problem.
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# ? Feb 3, 2015 22:14 |
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You also want to make sure that your GPU isn't running the game in adaptive mode, otherwise it'll try to downclock whenever it can, causing stutters.
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# ? Feb 3, 2015 22:20 |
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WiiFitForWindows8 posted:So I've4 got a 770 and stuff and Im running the HD retexture with Xenoblade, but Im getting crazy amounts of slowdown. Is it my rig or just the nature of XB? Definitely try OpenGL. The way Xenoblade handles texture swapping or something doesn't agree with D3D and I will get huge chugging slow down when characters use their skills.
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# ? Feb 4, 2015 03:18 |
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Got Star Fox: Assault up, running, playable, and stable at 1080p60, 4xMSAA, 16xAF. God drat, Fox's head has a lot of detail in it for a GameCube game. Now, if only I could get some better textures for the button prompts...
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# ? Feb 5, 2015 09:07 |
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Kazinsal posted:
And if only people wanted to play Star Fox Assault
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# ? Feb 7, 2015 05:02 |
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https://dolphin-emu.org/blog/2015/02/07/game-modification-60-fps-hacks/ With the clock modifier in the wild, people are now searching for things that need to be modified for games to run at 60 FPS if they're locked below that. It's pretty neat.
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# ? Feb 9, 2015 03:37 |
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Anyone know what's causing these weird graphical glitches in Brawl? A single shadow takes the shape of a refrigerator magnet. Scales with the distance between characters. Corruption Various textures replaced with orange blobs. Not pictured, orange screen between menus. Some animations (such as Snake's entrance animation) cause the character to flash orange. Also, I can get mostly consistent 60fps, but it hiccups in consistent spots: the beginning of a match, the first time in a match I use a special move. Lowering my settings does nothing to speed it up. Also, V-sync doesn't actually seem to do anything. I get massive screen-tearing.
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# ? Feb 9, 2015 09:20 |
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Are you on the most recent revision? Do you have EFB copies to texture or to RAM? How powerful is your computer?
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# ? Feb 9, 2015 09:23 |
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flatluigi posted:Are you on the most recent revision? Do you have EFB copies to texture or to RAM? How powerful is your computer? Thanks, unchecking disable EFB copies fixed all the graphical issues, except V-sync. I am on the most recent revision My specs: AMD Phenom II X6 1055t AMD Radeon HD 6570 8GB RAM
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# ? Feb 9, 2015 10:03 |
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I'm trying to get Super Mario Galaxy running smoothly but I'm getting slowdown to about 30fps in some places, even with graphical settings set to their absolute minimum. Specific examples are on the file select screen, whenever Mario does a spin jump, and in observatories when choosing which level to go to. I can get a smooth frame rate if it's just Mario running around the spaceship, but I just get choppy slowdown when I do certain things which is very annoying. Running it on a GTX 970, with the dolphinbar accessory.
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# ? Feb 9, 2015 22:35 |
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Assuming you're using the latest build and not a stable release: Go into the nvidia control panel -> manage 3D sections, choose dolphin and change the power management from "adaptive" to "maximum performance" Also switch your backend from D3D to OpenGL
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# ? Feb 9, 2015 22:39 |
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Hace posted:Assuming you're using the latest build and not a stable release: Nailed it. Thanks!
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# ? Feb 9, 2015 23:04 |
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Is there a site out there with "optimal" settings for every game for Dolphin? Really just interested in uber max graffix in Xenoblade and Wind Waker.
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# ? Feb 16, 2015 22:15 |
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Gyshall posted:Is there a site out there with "optimal" settings for every game for Dolphin? Sort of. Dolphin has a pretty good wiki which details most of the information that you want to know for each game. You can easily find them by going to Google and typing, "Dolphin wiki [insert game name here]". Here is the one for Xenoblade Chronicles: https://wiki.dolphin-emu.org/index.php?title=Xenoblade_Chronicles Note that within most of the game page wikis there is a link on the right hand side under "See also..." where you will see a "Dolphin Forum Thread". That links you directly to the dolphin forums topic for that game and is very useful to read and post in with questions.
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# ? Feb 16, 2015 22:24 |
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Not sure if anyone else gets this problem, but in basically every game I play on Dolphin, GC or Wii, I get this intermittent split second freeze. It actually happens kinda frequently but not really enough for it to be overly distracting, but I'd like to be able to fix it at least. I've noticed it happens quite often when something new is loaded into the scene, such as when Bowser appears in Galaxy or something like that, so I dunno if it's related to memory emulation or something. Texture cache is set to fast and EFB copies is set to texture. Otherwise my specs are an i5 3570k (just at stock), 16gb of RAM and an AMD R9 290. Framerates mostly stick around 60 except in certain cases. There's just that weird freeze to fix and it'd be mostly perfect.
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# ? Feb 18, 2015 08:22 |
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cat doter posted:Not sure if anyone else gets this problem, but in basically every game I play on Dolphin, GC or Wii, I get this intermittent split second freeze. It actually happens kinda frequently but not really enough for it to be overly distracting, but I'd like to be able to fix it at least. I've noticed it happens quite often when something new is loaded into the scene, such as when Bowser appears in Galaxy or something like that, so I dunno if it's related to memory emulation or something. Could be shader cache being generated. I know in Metroid Prime's case you get frequent split second freezes that goes away over time and it's because the shaders are being generated on the fly for the game. You could overclock your i5 to at least 4Ghz though and see if that helps any.
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# ? Feb 18, 2015 13:21 |
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cat doter posted:Not sure if anyone else gets this problem, but in basically every game I play on Dolphin, GC or Wii, I get this intermittent split second freeze. It actually happens kinda frequently but not really enough for it to be overly distracting, but I'd like to be able to fix it at least. I've noticed it happens quite often when something new is loaded into the scene, such as when Bowser appears in Galaxy or something like that, so I dunno if it's related to memory emulation or something. Check your GPU usage, it might be operating in low power mode. e: and yeah small stutters will occur in any game you play for the first time due to the shader cache. Also make sure you're not using vsync with d3d. Hace fucked around with this message at 15:15 on Feb 18, 2015 |
# ? Feb 18, 2015 15:13 |
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Has anybody here tried playing RE4 on dolphin, either the original gc version or the wii edition? It plays drat near flawlessly when there is actual gameplay going on, but when playing a video it'll play fine for like 30 seconds and then the audio desyncs from the picture (which gets stuck) and then the whole thing freezes. If I skip the movies the game will continue on normally...but then I can't watch the movies. This happens even at native game res and no graphics enhancements whatsoever and on both versions of the game PC specs Intel core2quad q6600 oc to 2.8ghz 8gb RAM AMD Radeon 5870
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# ? Feb 25, 2015 00:25 |
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Desyncing shouldn't be happening on recent build, what version are you using?
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# ? Feb 25, 2015 00:38 |
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Hace posted:Desyncing shouldn't be happening on recent build, what version are you using? Currently 4.0-5637 but about to upgrade to whatever is latest on the website... I dunno what the technicals behind "desync"are but the video fps drops to like 1-5 when playing, but is constant 30 during gameplay. E: now on 5656 and same thing. Also, forgot to mention that I had to switch the audio back end to OpenAL and increase the latency to 8 just to get the movies to play at all, and not just go at 0fps. site fucked around with this message at 02:06 on Feb 25, 2015 |
# ? Feb 25, 2015 01:18 |
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Try changing the cpu clock override setting to around 50%, and reset the audio back to XAudio2
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# ? Feb 25, 2015 02:17 |
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Nope. It's weird, GPU usage will spike to 99% and the movie will crap out for a minute or so, and then a scene change in-movie will happen and GPU will drop down to 20-30% for about 15-20 seconds, then another scene change and GPU goes back up to 99% and it craps out again. :S
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# ? Feb 25, 2015 02:29 |
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Hace posted:Check your GPU usage, it might be operating in low power mode. is there something wrong with the vsync on d3d?
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# ? Feb 25, 2015 03:28 |
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Since it's limited to double buffering, it only runs at 15, 30, 45, 60, etc. So if you're running at 60 at you have just the tiniest dip due to something like shader cache generation, it'll dip down to 45 and slow down dramatically. It can be unnoticable in some games and cause other games to chug way more than normal. Since OpenGL uses triple buffering with vsync it doesn't have this limitation.
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# ? Feb 25, 2015 03:36 |
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Hace posted:Since it's limited to double buffering, it only runs at 15, 30, 45, 60, etc. So if you're running at 60 at you have just the tiniest dip due to something like shader cache generation, it'll dip down to 45 and slow down dramatically. It can be unnoticable in some games and cause other games to chug way more than normal. oh right, duh, I just assumed they implemented triple buffering on d3d
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# ? Feb 25, 2015 03:54 |
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Apparently DX11 makes it hard to implement or something, I dunno
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# ? Feb 25, 2015 03:54 |
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Note that the Dolphin development team widely considers the D3D backend to be secondary to the OGL backend. We mostly work on the OGL backend and rely on community contributions for D3D.
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# ? Feb 25, 2015 04:39 |
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is there anything special I need to do to play gamecube games on this?>
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# ? Feb 25, 2015 06:33 |
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Nope. We automatically detect whether the game is a Gamecube game or a Wii game when you load it.
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# ? Feb 25, 2015 06:38 |
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Suspicious Dish posted:Note that the Dolphin development team widely considers the D3D backend to be secondary to the OGL backend. We mostly work on the OGL backend and rely on community contributions for D3D. is that because OGL is easier to work with since it's all open and stuff? or is it just a preference of the developers?
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# ? Feb 25, 2015 06:41 |
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Most of us develop on Linux because we're hardcore hackers so OGL is our first priority.
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# ? Feb 25, 2015 06:42 |
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and how do I go about adding each game to steam seperatly to use those nice icons? also I tried F Zero GX and the sand level ran like rear end, mute city and everything else was 60 FPS... I wonder whats up with that? Can you tell me a couple good gamecube games that have like perfect compatibility? Also my rig is beastly if you must know. i7 and 980GTX with 16 gigs of ram on windows 7, and i'm using chrome if it matters.
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# ? Feb 25, 2015 06:54 |
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Black Baby Goku posted:and how do I go about adding each game to steam seperatly to use those nice icons?
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# ? Feb 25, 2015 15:01 |
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This, although the author has made it way more complicated than it used to be, but still sweet, especially with Big Picture.
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# ? Feb 25, 2015 15:48 |
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Still haven't solved the movie desync issue, but now that I've used them I've also noticed that using save States even once will make the game poo poo itself and start playing at 15-20 fps constantly. Ugh. Big props to Suspicious Dish though, you guys on the Dolphin team are doing amazing things with this emulator! site fucked around with this message at 19:09 on Feb 25, 2015 |
# ? Feb 25, 2015 18:53 |
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I asked our devs and they've never heard of this bug before. Try using the latest nightly release on the OGL engine, with otherwise stock settings.
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# ? Feb 25, 2015 18:55 |
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Suspicious Dish posted:I asked our devs and they've never heard of this bug before. Try using the latest nightly release on the OGL engine, with otherwise stock settings. Movies can play, or at least play for a long time, if I haven't used save states as well, I am finding. Don't know if this required restart of just the emulator, or the whole system though, because I've done both. E: With xaudio2: Audio from HDMI to TV through video card to causes crackling, audio through creative audigy dedicated sound card does not? With OpenAL: latency at 7 seems to be the sweet spot for me through hdmi, but it always crackles through the sound card, even at default latency. After deleting the My Documents\Dolphin Emulator folder and trying again, now even the game is slower and movies are no go. But I'm away from home now so can't fiddle with it some more right now. site fucked around with this message at 20:49 on Feb 25, 2015 |
# ? Feb 25, 2015 19:10 |
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after trying for an hour to get this working... I give up
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# ? Feb 26, 2015 05:56 |
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# ? Apr 28, 2024 13:20 |
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February Progress Report is up! This month marks the death of old ugly hacks and the birth of various rendering fixes, region-independent INI files, a new "traversal server" system for netplay, and Four Swords with your mom. Meanwhile, the 3DS emulator Citra is going through seemingly daily milestones. The latest of which is an experimental, barebones OpenGL renderer that can run Ocarina of Time 3D at a playable framerate! https://www.youtube.com/watch?v=Hj8sPsB5qXQ
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# ? Mar 2, 2015 08:46 |