Wii Motion + Emulation is quite hard and is never going to be really useful considering the shortage of PC 1:1 motion solutions and how M+ games are optimised for the M+ tracking characteristics. It's not something you'd actually want.One of these updates is going to be like "We were lying, full MotionPlus emulation support is in!"
I can't be the only one, right? I mean, who is holding out for the Netflix app??
Wii Motion + Emulation is quite hard and is never going to be really useful considering the shortage of PC 1:1 motion solutions and how M+ games are optimised for the M+ tracking characteristics. It's not something you'd actually want.
The Wii's Motion is basically mapping gestures to virtual button presses with a pointer. Motion + works in a completely different manner which is very difficult to map to something else. You also can't easily abstract it as different games use it in very different games which is different to the Wii's motion implementation.Nyeeeeh. NES games were made for CRTs, but this doesn't mean I don't want a NES emulator working with an LCD.
Games were made for Wii Remote characteristics, but the fact I can assign a key to a movement type is a feature for me.
You can do that already.Super Mario Galaxy only used waggle for Player 1 right? assigning a button for waggle would be great.
It would be quite difficult to provide configurability to allow you to do that in a way that would be of any use to anyone.Sure, it will require per game user effort. Not unlike some of Wii's games like Other M, I imagine. Doesn't mean you know "I actually wouldn't want this".
Scan Visor should work if you untick "Store EFB Copies to Texture Only." This should already be forced by in the game's .ini file, but if you open the grapics settings during emulation and you have "Store EFB Copies to Texture Only"checked it will override the game's .ini file.I'm having issues playing Metroid Prime 3 (Metroid Prime Trilogy) on Dolphin. Not only is frame rate pretty much everywhere, most of the time sticking to 60 but the scan visor doesn't work at all. I did google it but I haven't found a way to solve it yet.
I am playing the Dolphin fork that had Motion Plus emulation right now. It absolutely works and is plenty configurable, at least for Skyward Sword.
Steam controller gyro can be mapped to every function of the Motion Plus. I've mapped sword movement to the right pad. Swiping across the pad swings the sword in the direction you would expect.
Wait, so this exists? Why isn't this in the master branch?
Wait, so this exists? Why isn't this in the master branch?
Scan Visor should work if you untick "Store EFB Copies to Texture Only." This should already be forced by in the game's .ini file, but if you open the grapics settings during emulation and you have "Store EFB Copies to Texture Only"checked it will override the game's .ini file.
I've actually been testing Trilogy a lot in the past few days, and even after all these years these games are pain to run. At least on my hardware they are. Here are some of the issues I've encountered, but first my PC specs:
i5 2550K overclocked to 4.5Ghz, Hyper 212 Evo for cooling
8GB DDR3 RAM clocked at 1600Mhz (XMP)
GTX 1060 6GB, +150 core clock, +500 memory clock
Master build issues:
-Black bar glitch has returned in a new form. Using Virtual XFB is supposed to get rid of it, but instead the screen starts flickering like crazy when the desync would have occurred. Only way to get rid of it is to restart the game, or return to the main menu, which essentially resets the game as well.
-A Metroid Prime 2 specific bug, the map screen has no background on D3D12, it's just black.
-Shader compilation suttering is as bad as ever.
-Some random D3D12 related crashes.
Now of course you should play it with the Ishiiruka builds because of Async Shader Compilation to deal with the stuttering, but that has it's own share of issues.
-Async shader compilation only works on D3D11 and D3D12 so you're stuck with these 2 backends if you want to avoid stuttering.
-D3D11 is a lot slower than D3D12.
-D3D12 is prone to crashing.
-Metroid Prime 2 map screen renders properly on D3D12, but fps drops to about 40 for some reason. Seems to be a new regression because a slightly older build doesn't do this, but those builds crash constantly in D3D12.
Things were going smoothly at 3x IR, 16x AF, and 2x SSAA, but certain graphical effects cause noticable slowdown.
-Major slowdown when water runs down your visor in Metroid Prime 2. Same effect is present in Metroid Prime 1, but not as taxing.
-Rain on Bryyo in Metroid Prime 3 causes some slowdown, I think specifically when it hits your visor. Hard to test because whether or not it starts raining on Bryyo seems to be random.
-SSAA and alpha effects do not play nicely. Splash effects have noticeable slowdown in Metroid Prime 2 and 3.
If anyone else has been able to run Metroid Prime Trilogy smoothly as of late please let me know which build and your settings, I would really appreciate it!
Like so, doing this for RF: Tides of Destiny
Also anyway to get 60FPS?
it's probably very hacky which is against dolphin team's ethos of "keep it out unless it's perfect or it'll never be perfect cause people won't care as long as it's good enough."
Oh, I see. I hadn't realized the fork was so old.It was a fork of an old 3.x build, done by someone that isn't part of the primary Dolphin development team. I assume it was just too late and/or too complicated to merge it with the main branch, let alone maintain it going forward.
Any help on this please? Thanks!Does anyone have or can comment on the Alienware Alpha?
http://www.dell.com/uk/p/alienware-...630&acd=239715600820560&ven1=siZPCLEtg&ven2=e
...specifically to use for Dolphin? This thing is tiny compared to even the mini PC cases posted above. Comes in 4 configs, highest ends comes with NVIDIA® GeForce® GTX 960 graphics with 4GB GDDR5
I'm not sure if this is the Alienware Alpha R2 which is apparantly the follow-up to the original according to Google. Can't seem to find anything on it in the UK though.
Dolphin runs absolutely perfect (60fps, 1080p) on my Alpha R1, which has a much weaker GPU than the R2s, so you should be fine!
What's the best version of Okami to play on Dolphin; GC or Wii?
What's the best version of Okami to play on Dolphin; GC or Wii?
PS3 remake.
(There's no Gamecube version, Wii version is okay)
Nope. PS2 version via PCSX2. The PS3 version runs at 30Hz.
Does anyone have or can comment on the Alienware Alpha?
http://www.dell.com/uk/p/alienware-...630&acd=239715600820560&ven1=siZPCLEtg&ven2=e
...specifically to use for Dolphin? This thing is tiny compared to even the mini PC cases posted above. Comes in 4 configs, highest ends comes with NVIDIA® GeForce® GTX 960 graphics with 4GB GDDR5
I'm not sure if this is the Alienware Alpha R2 which is apparantly the follow-up to the original according to Google. Can't seem to find anything on it in the UK though.
Nope. PS2 version via PCSX2. The PS3 version runs at 30Hz.
Okay.Prove me wrong, but I'm positive that game did not run at 60 fps on PS2. It had some pretty big dips in parts.
You mean the video itself being interpolated? Why would you even assume that? There is ample evidence on, PCSX2 wiki, for example on people getting it to run successfully on 60 FPS.That looks 30 to me. You sure people aren't mistaking 60fps with 60v/i?
That looks 30 to me. You sure people aren't mistaking 60fps with 60v/i?
Prove me wrong, but I'm positive that game did not run at 60 fps on PS2. It had some pretty big dips in parts.
That looks 30 to me. You sure people aren't mistaking 60fps with 60v/i?
That's 30fps. My bionic eye can tell
Framerate in the video is 30 fps.
This is totally 30.
60 has this smoothness...
You mean the video itself being interpolated? Why would you even assume that? There is ample evidence on, PCSX2 wiki, for example on people getting it to run successfully on 60 FPS.
Spend 30 seconds Googling before posting dumb shit.
That's like saying every Xbox One game outputs 1080p.So for example: while every NTSC N64 game runs at 60v/i
That's like saying every Xbox One game outputs 1080p.
That's exactly the point, nobody talks about the external part as that's obvious to everyone with a little tech knowledge and just confusing everybody else.Internal =/= external.
You mean the video itself being interpolated? Why would you even assume that? There is ample evidence on, PCSX2 wiki, for example on people getting it to run successfully on 60 FPS.
I see one vague comment on that page that says it's a full 60fps, which could be referring to the game or the emulator itself. Who knows? All I know is the video you posted is definitely not 60fps.
I wanna see the receipts.
Well, I know hat PCSX2 allows to uncap the framerate, so one way or another you could get it to run at 60 FPS.That's 60hz, bro. All emulators update to 60hz.
Okami runs at 30fps in all of the platforms it was released on.
Spend 30 seconds Googling before posting dumb shit.
How is saying that a 30fps youtube video is running at 30 fps "dumb shit"? Because that's exactly what they (and I) see with that video posted.
Because rather than actually find out if the game is capable of being played at 60, you're pointing out that a youtube video of it is not at 60.
This place is getting stupider by the day.
That's exactly the point, nobody talks about the external part as that's obvious to everyone with a little tech knowledge and just confusing everybody else.