"Extension" is missing here with 4.0-6928
The Extension option is definitely there in 4.0-6928. Are you looking at the wrong window?
"Extension" is missing here with 4.0-6928
I was just struggling with this. Turns out the culprit was the "Enable CPU Clock Override" option that I had enabled for some other game. No audio crackling whatsoever after disabling it.
Also, make sure you are on the latest version (4.0-7159).
The Extension option is definitely there in 4.0-6928. Are you looking at the wrong window?
It's kinda unfortunate that Viewtiful Joe seems to be one of those games that don't really benefit a lot from Dolphin. A screenshot I took at 1080 maxed out AA and AF.
If the External Frame Buffer is disabled, videos only show a black screen. RealXFB is set by default in the GameINI to avoid this, however the problem may still occur if you open the graphics configuration window and override the settings. RealXFB locks the game to 1x Native Internal Resolution only, so to improve graphics quality beyond 1x Native, the user will need to override the GameINI and deal with black videos.
So you have a trade-off between the 1x resolution look from your shots or black screen videos, I guess.
Oh, I see. Don't care about the plot (I played this so many times on the gamecube) so I'll just try that and see how it goes.
Edit: SO, how can I access the INI?
According to the wiki, this is because of a setting that's enabled via the INI:
So you have a trade-off between the 1x resolution look from your shots or black screen videos, I guess.
I've been playing MP3 with Ishiiruka. Almost finished with Bryyo and it's been pretty much flawless so far with the async shader thing on. I haven't noticed any graphics corruption or anything. The only oddity is that at high internal resolution multipliers, the bloom effects multiply too. To combat that, I'm just playing at 2x native and everything looks and runs great. Feels good to play with DolphinBar too.
Add the game to your list so that it shows up on the main window, then right click -> properties and click the "edit config" button.
Alternately, go into your Dolphin folder and go into Sys\GameSettings and open GVJ.ini, that's Viewtiful Joe's INI.
I can vouch for this fix, as I had to do it for my playthrough. Specifically, edit config as Aeana said and try this line:
[Video_Settings]
UseRealXFB = False
I think it's false. If that doesn't work, try true.
EDIT:
It's good to see MP3 working well, as I think it was the Prime game with the most problems on Dolphin. I think it might be my least favorite of the three, though. Skytown is the only area that stood out, but actually navigating around it was a pain in the ass. Everything was strewn across tiny little rooms without much interconnectivity. Kind of like MP3 itself, I guess.
Does playing at a lower internal res actually help? The Dolphin Wiki entry for the problem doesn't mention it.I've been playing MP3 with Ishiiruka. Almost finished with Bryyo and it's been pretty much flawless so far with the async shader thing on. I haven't noticed any graphics corruption or anything. The only oddity is that at high internal resolution multipliers, the bloom effects multiply too. To combat that, I'm just playing at 2x native and everything looks and runs great. Feels good to play with DolphinBar too.
Does playing at a lower internal res actually help? The Dolphin Wiki entry for the problem doesn't mention it.
https://wiki.dolphin-emu.org/index.php?title=Metroid_Prime_3:_Corruption_(Wii)#Bloom_Offset
Does playing at a lower internal res actually help? The Dolphin Wiki entry for the problem doesn't mention it.
https://wiki.dolphin-emu.org/index.php?title=Metroid_Prime_3:_Corruption_(Wii)#Bloom_Offset
It's kinda unfortunate that Viewtiful Joe seems to be one of those games that don't really benefit a lot from Dolphin. A screenshot I took at 1080 maxed out AA and AF.
Keep an eye on this:
Not done yet, but she plans on doing all of the HUD and UI textures, then releasing that as a texture pack for VJ
Interesting. I guess you add some AA do deal with the jaggies then. Usually 4x IR plus SMAA is good enough for me.Yes, it helps. The distance between the offset is multiplied with every multiple of internal resolution. At 2x it's hardly noticeable. I got the idea from the bug ticket linked there, btw.
It's so sad what an unplayable mess The Last Story is on Dolphin because of those DoF iand invisible clothes issues. Such an amazing and beautiful game.
How does Fatal Frame 2 remaster play on a classic controller, anyone tried it? I want to play that so much. pcsx2 doesn't support DS4 well with ds4forwindows but no issues with Dolphin.
What issues do you have with PCSX2 and DS4Windows? I had PCSX2 set to use a 360 controller before I got my DS4, and with DS4Windows, it works just fine.
Mario Galaxy 2 is maybe my favourite game of all time. I already tried the game on Dolphin on my rig with 2560x1440P and some AA, and it's so beautiful it makes my heart hurt a little.
But, I'm having trouble with controller setups. I've been using an xbox 360 controller, with the right stick simulating the pointer in the wii mote. Which works fine. But I'm like 8 levels in now, and have to do one of the levels where Mario is running on top of a large ball. This requires relatively precise tilt controls, and I haven't been able to figure out how to make it work with my gamepad.
Is there any way to make it work? Or maybe skip the level and alter levels like it? (They're not my favourite anyway.
I suppose could buy a dolphin sensorbar, and use a Wiimote, but it seems kind of a waste for only one game. Especially since I live in Norway (Europe), and don't know of a reasonably priced way to get one to my country.
(And I only have non-motionplus Wiimotes, if that makes a difference)
Damn a bit bummed I can not run Super Mario Galaxy with steady 60 fps.
i5-4690k oc'd to 4.4 MHz + MSI 980 Ti Gaming running on the latest Ishiiruka-build.
3x internal with no AA and 16x AF and still some minor slowdown.
Well almost anything else should run always on full speed but SMG was the game I was looking forward the most.
EDIT. My old 32" Sony to the rescue. It's HD ready so the game runs very nearly 60 fps all the time and it still looks much better than the original 480p Wii output.
Try Borderless Fullscreen, Dolphin's double buffer Vsync might be the cause of your troubles.Damn a bit bummed I can not run Super Mario Galaxy with steady 60 fps.
i5-4690k oc'd to 4.4 MHz + MSI 980 Ti Gaming running on the latest Ishiiruka-build.
3x internal with no AA and 16x AF and still some minor slowdown.
Well almost anything else should run always on full speed but SMG was the game I was looking forward the most.
EDIT. My old 32" Sony to the rescue. It's HD ready so the game runs very nearly 60 fps all the time and it still looks much better than the original 480p Wii output.
Damn a bit bummed I can not run Super Mario Galaxy with steady 60 fps.
i5-4690k oc'd to 4.4 MHz + MSI 980 Ti Gaming running on the latest Ishiiruka-build.
3x internal with no AA and 16x AF and still some minor slowdown.
Well almost anything else should run always on full speed but SMG was the game I was looking forward the most.
EDIT. My old 32" Sony to the rescue. It's HD ready so the game runs very nearly 60 fps all the time and it still looks much better than the original 480p Wii output.
Could you check what build you are using? And maybe give your settings. Would really appreciate it.definitely try a different build, i played it with a 3570k@4.4 and can play at 6x native, 2xaa no problems
Thanks guys.
Borderless fullscreen was even glitchier. I'm using Rivatuner to cap my FPS to 60 and run the V-sync from Nvidia panel. I also tried the newest build but it was stuttering mess + still slowdown.
I've set performance on high in power saving. And I ran Dolphin Benchmark in 4:31 which is a very good result.
A bit puzzling really but I see what I can do.
Also using MSI Afterburner my first core usage was max 80% and 2nd core usage was about 30%. GPU usage was also max 30%.
Also, anyone else using Wii U Pro Controller with Dolphin? Moving Mario with analog stick doesn't feel responsible enough. Mario is also moving without pressing anything. Added 20 deadzone and it seemed to help. But any tips how to make the control better? There is also the radius control. Should I change that?
Could you check what build you are using? And maybe give your settings. Would really appreciate it.
For some reason Donkey Kong Returns freezes for me at a loading screen after i beat one of the levels on the 2nd world...
Anyway around this?
Game plays and looks fantastic otherwise
Have you tried not using Rivatuner and control panel Vsync? I know Rivatuner is generally good to use with regular games for frame-timing, but it might be conflicting with Dolphin.Thanks guys.
Borderless fullscreen was even glitchier. I'm using Rivatuner to cap my FPS to 60 and run the V-sync from Nvidia panel. I also tried the newest build but it was stuttering mess + still slowdown.
Many revisions started doing this for me before W10 released. I either stuck to ones I knew worked or tried new ones as they were pushed and stayed with the latest that didn't always crash. Many also crash when exiting a game from full screen, but not if I go windowed and choose close game from the file menu.did windows 10 break dolphin for anyone else? i cant pair with my wiimote anymore, when i click "refresh" the app hard locks. I've tried tons of different versions, including ishiiruka and they all seem to have it
did windows 10 break dolphin for anyone else? i cant pair with my wiimote anymore, when i click "refresh" the app hard locks. I've tried tons of different versions, including ishiiruka and they all seem to have it
Dolphin itself runs fine, but my Wii remote constantly acts up or disconnects now. I'm not sure if the issue is with Dolphin or the stack... I can easily reconnect with alt+f5, so the stack doesn't seem to be losing the connection. It could also be something Windows 10 itself is fucking up.
Wau I tested latest 5.0-rc-17 dolphin version and Donkey Kong Country... run with 5K downsampling and 2x AA stable 60 FPS
I have been using Dolphin for ten years, and it still amazes me that we can do this.
Been fucking around with the Ishiiruka build, specifically the DOF feature in Metal Gear Sold: The Twin Snakes. Trying to get a focus point to enhance muh cinematic. Early results are pretty good, just wish I knew exactly what the sliders meant as I'm trial and erroring right now.
Here's a brief gif of what I managed to get working. General isometric player cam is in focus, with distance blurred. When up against a wall or aiming, focal point is centre of the camera, allowing for the DOF to shift and blur you if you're looking around a corner or something. Looks nice.
Gif of it: http://imgur.com/LT7epDQ
Oooouch... that is far too extreme. I hate obsessive DoF. I actually turn it completely off in most games. DoF needs to be subtle, sadly it usually seems to be either "OFF" or "DRUNK AS FUCK." I think about a quarter of the amount of blur you have in that gif would probably be perfect, but I realize this is my opinion and some people really like extreme DoF.