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Dolphin - Emulating Wii and Gamecube Games

LordCiego

Member
At last! Congratulations to the team for all the hard work. Its great to see month to month how it progresses and the technical challenges that have been overcomed.
 

jediyoshi

Member
I have Dolphin 4.x, is there a quick way to upgrade to Dolphin 5.0 or should I just download and have it installed in its 4's directory?

Try installing 5.0 normally and running it. Chances are your directories are already fixed so it'll use your existing things like your game directories, configurations, saves, etc automatically.
 

Lazzy128

Banned
So how good a PC do you need to run this? I only have onboard graphics but a recent I5 processor and I seen on the official forums people saying that this was sufficient.
 

Pachimari

Member
I have 5.0 installed but I don't understand:

1) In my Twilight Princess I set it to 1080p but everything is stretched out, like everything is wide, because I have forced it to 16:9 - how do I fix this? I thought I could do 16:9 but crop off the sides so it would look normal?

2) In Super Mario Sunshine, cutscenes still look pixelated and the sound is lagging horribly. How do I fix this?
 
So how good a PC do you need to run this? I only have onboard graphics but a recent I5 processor and I seen on the official forums people saying that this was sufficient.

Graphics card is mostly irrelevant, the CPU is what is important. More precisely single core clock speed.
I could run a few games quite ok with an i7 2.1GHZ, on 3.3... later gave up, but going back into Dolphin seeing as I have a new PC now.
 

Vuze

Member
Amazing update, the performance gains without using game-specific hacks (I assume from the video) are particularly spectacular.
 
I wonder how this runs on my laptop? I have an i7 5500u and using ishiiruka build, I'm getting amazing frame rates for the 2 or 3 games I tried. I wonder if I would benefit from this release too. I don't have any demanding games with me to test out.
 

Pachimari

Member
Is it not possible to play my Wii games without the Wiimote? Because in some of the games I would prefer just using my standard controller, but it says to connect the Wiimote at the start of every game.
 
Is it not possible to play my Wii games without the Wiimote? Because in some of the games I would prefer just using my standard controller, but it says to connect the Wiimote at the start of every game.
Without emulated Wii Remote (possibly set up to be matched by your thing)? Probably. Without a real one? Pretty sure that's very few cases with weird motion controls.
 
Can someone give me a proper control scheme for Super Mario Galaxy games or wiimote/Nunchuck heavy games? I'm using Keyboard+Mouse and I cant get a proper control setting going.(Mario cant spin, I remember I had a good control scheme going a year or two going where everything was perfect with Keyboard+Mouse.)


Also anyone know where I can get Metroid Prime Trilogy for a decent price? I don't live in the US but I'm willing to import if I cant get a European version.(Does it run decent now on Dolphin 5.0?)

Also OpenGL or DX12 for Dolphin 5.0?

Thanks.
 
Can someone give me a proper control scheme for Super Mario Galaxy games or wiimote/Nunchuck heavy games? I'm using Keyboard+Mouse and I cant get a proper control setting going.(Mario cant spin, I remember I had a good control scheme going a year or two going where everything was perfect with Keyboard+Mouse.)


Also anyone know where I can get Metroid Prime Trilogy for a decent price? I don't live in the US but I'm willing to import if I cant get a European version.(Does it run decent now on Dolphin 5.0?)

Also OpenGL or DX12 for Dolphin 5.0?

Thanks.

I've completed SMG with this KB+M control scheme, worked fairly well for me.

bTIBvf6.png


and on the Nunchuk extension:

U9olaRC.png


So basically:
WASD - movement
Mouse - IR cursor
Left click - jump
Right click - shoot stars
Middle click - spin
Shift - crouch

It probably sounds a bit weird that jumping is done with a mouse click, but for me at least, it turned out to be one of the best solutions, so you can really easily make long or high jumps (Shift + Left click) and add a spin with the Middle click.
 
this release is amazing. LOVE the changelog!

My favorite feature is the auto 4:3 to 16:9 detection, no longer requiring configuration in dolphin when switching this in-game. :D

Do the performance improvement mean that Ishiiruka will no longer be needed? I do use it for it's post processing effects... :/
 

kris.

Banned
I've completed SMG with this KB+M control scheme, worked fairly well for me.

bTIBvf6.png


and on the Nunchuk extension:

U9olaRC.png


So basically:
WASD - movement
Mouse - IR cursor
Left click - jump
Right click - shoot stars
Middle click - spin
Shift - crouch

It probably sounds a bit weird that jumping is done with a mouse click, but for me at least, it turned out to be one of the best solutions, so you can really easily make long or high jumps (Shift + Left click) and add a spin with the Middle click.

mostly just quoting so i can come back to this tonight and try it out. was never able to get m+kb mapped for wii games properly.
 

Sanic

Member
Are there changes included here that weren't included in, say, the latest builds you could download?

Edit: reading the blog it doesn't look like it. So it's more that they reached a point in which they felt comfortable rolling their builds over to 5.0 naming instead of 4.0.
 

TSM

Member
Are there changes included here that weren't included in, say, the latest builds you could download?

Edit: reading the blog it doesn't look like it. So it's more that they reached a point in which they felt comfortable rolling their builds over to 5.0 naming instead of 4.0.

They actually spent the last 5 and a half months in a feature freeze fixing regressions to get 5.0 out the door. So there are no 5.0 exclusive features if you have been keeping up with the development releases. If you are coming from 4.0 to 5.0 though it's a huge leap in performance and compatibility.
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
I've completed SMG with this KB+M control scheme, worked fairly well for me.

bTIBvf6.png


and on the Nunchuk extension:

U9olaRC.png


So basically:
WASD - movement
Mouse - IR cursor
Left click - jump
Right click - shoot stars
Middle click - spin
Shift - crouch

It probably sounds a bit weird that jumping is done with a mouse click, but for me at least, it turned out to be one of the best solutions, so you can really easily make long or high jumps (Shift + Left click) and add a spin with the Middle click.
That seems reasonable.
 

The Boat

Member
Slight tangent: does the Mayflash sensor bar also connect to the pro controller or do I need to buy the separate adapter?
What about the Pro adapter, does it connect to the Wii remote?
EDIT: Already answered in the other thread.
 
Jesus, I just started Skyward Sword a few days ago and now they released an UPDATE? I wonder if my save files would get corrupted if I migrate over. Guys, any confirmation here?
 

bomblord1

Banned
Jesus, I just started Skyward Sword a few days ago and now they released an UPDATE? I wonder if my save files would get corrupted if I migrate over. Guys, any confirmation here?

As far as I'm aware save files should be completely independent it shouldn't do anything to switch over. It's never a bad idea to back stuff up before upgrading anything though.
 

zma1013

Member
Never played Mario Galaxy yet but I have the Wii version. Does the benefit of a higher resolution outweigh any glitches that emulating it has or should I just playthrough the Wii version?
 
I've completed SMG with this KB+M control scheme, worked fairly well for me.

bTIBvf6.png


and on the Nunchuk extension:

U9olaRC.png


So basically:
WASD - movement
Mouse - IR cursor
Left click - jump
Right click - shoot stars
Middle click - spin
Shift - crouch

It probably sounds a bit weird that jumping is done with a mouse click, but for me at least, it turned out to be one of the best solutions, so you can really easily make long or high jumps (Shift + Left click) and add a spin with the Middle click.

Thanks so much man, I really appreciate it.
 
Never played Mario Galaxy yet but I have the Wii version. Does the benefit of a higher resolution outweigh any glitches that emulating it has or should I just playthrough the Wii version?

Playing on Dolphin is a night and day difference. Look at the screenshots in the emulator screenshot thread.
 

Eirulan

Member
I have always used the OGL renderer until now, are the DX11 and 12 renderers good / stable enough to use and what are the pros and cons?
 

kinggroin

Banned
Was there ever a fix for Punchout slowdown during fighter select and in between knockdowns? During the fight it's pretty flawless, but those particular areas, the drops are BAD
 

Red

Member
Never played Mario Galaxy yet but I have the Wii version. Does the benefit of a higher resolution outweigh any glitches that emulating it has or should I just playthrough the Wii version?
Galaxy is one of the most impressive games to play on Dolphin. But it's such a great game any way you play it. I would play on Dolphin, but you can't really go wrong either way.

Oh shit, Pac Man Vs works now? My life is complete.
 

petran79

Banned
I have always used the OGL renderer until now, are the DX11 and 12 renderers good / stable enough to use and what are the pros and cons?

OGL is the only option for Linux and provides more or less the same performance and quality with DirectX11
DirectX11 is for Windows Vista/7/8/10 and only for older cards (Nvidia GTX 5xxxx and below) that do not support DX12.
DirectX12 is for newer cards (Nvidia GTX 6xxxx and above) and provides the fastest perfomance in some games. But you'll need Windows 10.
 

jediyoshi

Member
What is this asynchronous shader compilation feature you speak of?

The release post addresses the issue
Everyone hates shader generation stuttering. There are a implausible number of configurations the GameCube/Wii GPU can do, and Dolphin has to emulate each configuration with a shader. Generating these shaders take quite a while, meaning that Dolphin has to wait for them to get generated. This stuttering is often referred to as shader generation stuttering by everyone.

With async shader compilation, the game will continue to run regardless of if the shaders are ready with the trade off of bugged visuals for whatever element is being held up until it's fully loaded. This can include things like world geometry or specific textures.
 

DonMigs85

Member
Performance actually seems to have gotten a bit worse for me compared to v4, but then again I am using a Core 2 Quad Q9550. Using 5.0 11
 
The release post addresses the issue


With async shader compilation, the game will continue to run regardless of if the shaders are ready with the trade off of bugged visuals for whatever element is being held up until it's fully loaded. This can include things like world geometry or specific textures.
That's correct. Check this video to see async shader compilation in action:
https://www.youtube.com/watch?v=Li28qvfnSkM

The stuttering in the Metroid Prime games is notoriously prevalent. Visual bugs while the shaders are cached with smooth performance, or heavy stuttering with perfect visuals, take your pick.
 

Eirulan

Member
OGL is the only option for Linux and provides more or less the same performance and quality with DirectX11
DirectX11 is for Windows Vista/7/8/10 and only for older cards (Nvidia GTX 5xxxx and below) that do not support DX12.
DirectX12 is for newer cards (Nvidia GTX 6xxxx and above) and provides the fastest perfomance in some games. But you'll need Windows 10.

Thanks for the answer.
So there are no major differences in compatibility and stability?

I am running W10 and a 980ti.
I googled a bit and found most people recommended OGL for Nvidia and dx for AMD.
I have no problems at all with OGL but i think i will try out dx over the weekend.
 

jediyoshi

Member
Thanks for the answer.
So there are no major differences in compatibility and stability?

I am running W10 and a 980ti.
I googled a bit and found most people recommended OGL for Nvidia and dx for AMD.
I have no problems at all with OGL but i think i will try out dx over the weekend.

Best just to test for yourself. Back when the DX12 backend first popped up, the benchmarks had significant improvement.

5o2Hn11.png


LB4h61V.png
 
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