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Issue regarding depth buffer

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Hello there,
I'm trying to get reshade to work properly with dolphin and it seems it does find the depth buffer just fine, but the information seems to be slightly incorrect, like in the following ss:

https://imgur.com/Oc3tOVT
https://imgur.com/zF0SNDr
https://imgur.com/WFNQYtR

The depth buffer seems to be stretched and for some reason information seems to be missing from the top of the scene altogether, also, it seems the depth buffer flickers for some reason; Is anybody here aware on why this is happening?

Samsung Galaxy S Pen pointer support

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I'd like to request this feature, as it is the best way to integrate the wii cursor, while hovering or dragging rather than double tapping.
Also, on devices with a different aspect ratio, the touch pointer is inaccurate in width (scaled a little up)
As you know, the S pen is just like a wacom stylus. It also has a Z axis which may be harder to utilize than the x and y axis according to the sdk.

dolphin not detecting my xbox one controller

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btw dolphin not detecting my xbox one controller for some reason i know it works it can take me xbox game bar but dolphin is like what controller can somebody help me with this

Unable to zoom in, only out

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I can zoom the game selection menu (in grid view) out just fine, but I can't find a way to zoom in again without deleting Qt.ini. What setting do I need to change to fix this?

Check the Temperature of my Laptop

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Is MSI Afterburner a good software to check the temperature of my laptop, or should I use something else?
I need something that is reliable and is free from any kind of malware or virus.

Will Dolphin Overheat my Laptop?

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Talking about temperatures, will a laptop with i5-7200 get overheated by playing games on Dolphin Emulator?
Also what temperature would you expect SMG to run on this laptop ?

How do I know my current emulation speed?

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Title says it all. I was messing around with the settings that let me hotkey changing my emulation speed, and now I have no idea what my current speed is, which makes it difficult to revert it to the original speed. Manually changing the speed limit seems to change something different than whatever the hotkey speed increase/decrease changes.

Spectre/Meltdown mitigations and Dolphin

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Anybody noticing bad performance in Dolphin when Spectre/Meltdown mitigations are enabled?

My CPU is a Core i7-7700k and the GPU an RTX 3080. Running Windows 10 Insider Preview 21370 and NVIDIA preview driver 470.25

Tried with The Simpsons: Hit & Run. Was stuttering like mad with mitigations on, smooth with them off.

L-analog, R-analog

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On the PC and MMJ versions there are buttons L-analog and R-analog which are necessary for the game Shrek Extra Large.
Why are they missing on the official mobile version?

Game Lag

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Hello, I just downloaded this emulator today. Earlier, a few hours ago while playing it, it ran completely fine. I was playing Rhythm Heaven Fever. I got off and came back later, present hour, now it's not working. It lags horrendously. I restarted the computer and looked at other threads, none of them helped. I haven't fiddled with the settings or anything. What do I do? Huh

How to add Pictures to the SD Card?

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How to add Pictures to the SD Card? I want to check my pictures in my Virtual Wii. Please help! I already resolved the last thread I made, I needed to use the first Wiimote. Anyways, thanks in advance!

error playing bat kaitos

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Invalid write to oxff8effa2, PC = 0x80026534

I get this error constantly, making the game unfair
It happens to me especially when I'm in the store or on the menu
I hope you can help me

pd Sorry for my english it is not my native language

Dolphin not mapping any button

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So i have a ps4 v2 conttroller, i have tried ds4,steam controller thingy. Nothing working not even keyboard mapping when i try to map a button doesnt work.

Testing: Custom build with input caching, relative input and misc input improvements

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Source, Pull Request and full change list are available at:
https://github.com/dolphin-emu/dolphin/pull/9489/

Stable/finished version of all my input work from the last year before it will be slowly merged.
It should be stable as it's deeply tested so it can be used as any other build, but testing is highly apricated, especially on Linux and MacOS (I don't have a build for these).

Main changes:
  • Input are now cached once per input frame and then read from cached values. Outputs are now set (cached) once per frame and applied at the end of the frame.
  • "Perfect" Relative input support (not hacked in as before).
  • New input/output focus code.
  • Loads of new input/output function expressions (a lot of them for speed run aid).
  • Large polish and improvements to Qt Input Mapping Widgets.
  • ControllerInterface devices population safety and robustness.
Download Windows binaries/build based on the code above (merged with master on 2nd of May 2021):
https://github.com/Filoppi/dolphin/releases/tag/1

Please Make the Fast Forward Option Re-Mappable

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I love that you can fast-forward the emulation (especially with the RE games and those stupid loading animations) but I hate having to pull out my keyboard (it's on a pull-out tray that gets in the way when I use a controller) to press Tab. Can't it be made re-mappable? I would put it to the share button on the new Xbox controller).

Bluetooth passthrough, not able to sync.

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I am setting up dolphin for the first time.

I have bought the Orico BTA-403 [CSR8510] bluetooth adapter for this use, as it is supposed to support passthrough. I installed the Zadig software and installed the libusbK driver. Everything seems to work fine. I start a game with bluetooth passthrough in the settings (as i got the message that a game needed to be running). I have a Wiimotion plus, i press the sync button on the wiimote (the button inside the battery compartment), and it is blinking blue on the 1, 2, 3 and 4. I press sync in Dolphin, and in yellow text it says "syncing wiimote" (or something similar, I don't remember the exact wording). But nothing seems to be happening. To me it seems like it just never syncs (the wiimote itself continues to blink). I tried forcing using the adapter in the ini-file, but i get the same result. After a little while a screen comes up "on the wii" thaat says it has lost contact with the controller, and that I should press the a-button. Any tips on what i might be doing wrong here?

Question Regarding Using LogGeneratedX86(...)

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Hello everybody.

I am currently working on extracting the instructions that Dolphin executes when it reaches a desyncing portion of a TAS.

To do this, my current algorithm is as follows:

1. Inside the function that's called when the user tries to frame advance, I check to see if I am at the frame that I want to check.
2. If we aren't, we frame advance normally. If we are there, then we go into a new section of code.
3. In this new section, we acquire the locks using Core:: PauseAndLock(true), and then execute PowerPC:: SingleStep() until we trigger the vsync of the next frame (more specifically, when Movie:: FrameUpdate() is called, I assume we've hit the end of the frame, although if this assumption is inaccurate, feel free to correct me on that).
4. During this stepping process, we check for differences in RAM between another TAS at the same block # (which has been through SingleStep() the same number of times since the start of the desyncing frame). This is used repeatedly to find the exact desyncing block.
5. After finding the desyncing block, I would like to output the block before the desync, the block of the desync, and the block after the desync to a text file so that I can look at them more closely.

To accomplish task 5, I am hoping to use the function LogGeneratedX86(...) from the file JitBase.cpp.

However, this function requires you to pass in various parameters like the size of the block, and other variables which I am not sure how to find. I could put the code to call this logging function inside of the Jit::SingleStep() code. However, even there, all I have is a pointer to the asm entry point that is about to be executed, and I don't know how to get the necessary information out of that.

If anyone could help me figure out how to use LogGeneratedX86(), I would greatly appreciate it. Also, as an aside, it seems that SingleStep() is called 600 times to go through an entire frame. This seems rather low to me, so I would be interested in hearing if anyone has any info on what this value should roughly be? (I am assuming that each call to SingleStep() represents a single block of code which is entered and executed).

Many thanks for the help!  Big Grin

New Laptop Recommendations?

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I'm a relatively new user to Dolphin and have loved it so far. However, my laptop is ~7 years old and has trouble playing some games. It works fine for games like New Super Mario Bros Wii and Mario Kart Wii, but there is significant stuttering for others like Super Mario Sunshine and Super Mario Galaxy (even at native resolution with all emulation option set to result in the best performance).

I'm planning on buying a new gaming laptop within the next few days and wanted to see if anyone had any recommendations. I'm not overly sensitive to price, thinking something in the neighborhood of ~$1,500 but open to going higher if it'll guarantee I can run most games in HD with no stuttering or lagging. I'd like to continue using Ubuntu as my OS but would be willing to do Windows if it'd help improve performance. I'm going to go with a 1TB hard drive, 16GB of RAM and 4K resolution, but I'm not familiar with the best processor or graphics card for use with Dolphin.

Any recommendations? Happy to provide any additional information if helpful. Thanks!

Line of distortion in centre of screen

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New to Dolphin Emulator and hoping someone could help me.

In all games when the camera pans either vertically on horizontally a line of distortion appears in the centre of the screen. Are there any changes to the settings that could help to eliminate this effect?

Thank you

Ubershader lag.

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So I've had this issue for quite a while now; most of my dolphin games have pretty serious stuttering when I have Ubershaders enabled. This is especially noticeable with the Metroid Prime games but to a certain extent happens with every game. I know that Ubershaders are meant to help prevent stuttering in games like Metroid Prime 3 so it would be nice to use them but unfortunately I get worse performance when they are turned on rather than off.

I'm wondering if it's an issue with my hardware? Because of that's the case than I'll just have to make due. But I'm really hoping that it's just a configuration issue instead. Maybe I just use too many enhancements for my system to handle.

Specs:

GPU: Nvidia ASUS ROG 1070 OC Edition

CPU: AMD Ryzen 7 5800x

RAM: 32GB Corsair @ 3600 MHz

Storage: SanDisk Ultra II 960GB SSD


Dolphin Info:

Version: Latest Dev Build (Currently 5.0-14089)


Config:

Dual Core speedup enabled
Cheats enabled

Backend: Vulkan

Vsync: On

Aspect ratio: Force 16:9

Shaders: Synchronous (due to lag when using Asynchronous as stated earlier, would prefer to use Async if I can find a lag fix)
[Compile before starting is on]


Graphics: for Metroid Prime Trilogy (applies to almost every game I play unless certain enhancements cause issues)

Internal Resolution: 3x Native 1080p

AA: None

Filtering: 16x

Post-Processing: (off)

Scaled EFB: On
Force texture filtering: On
Disable fog: Off
Disable copy filter: On
Per-Pixel Lighting: On
Widescreen hack: (usually) Off
Force 24-Bit color: On
Mipmap Detection: On


Hacks: For Metroid Prime Trilogy (all hacks are enabled except for the ones in bold forced off by the game itself and texture cache is set to fast)


Advanced settings: Load custom textures and Prefetch Custom textures are enabled (I usually use texture packs for games), as well as Backend Multithreading .
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