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Bounding Box slowdown in Paper Mario TTYD?
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Bounding Box slowdown in Paper Mario TTYD?
05-09-2022, 08:23 AM
#3
Kitocco Offline
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Joined: May 2022
(05-08-2022, 04:10 PM)mbc07 Wrote: Turn off MMU, most games don't need it (the ones who needs it will enable the setting automatically) and it will bring performance down. For the graphical glitches, keep Bounding Box enabled as it's an requirement for the Paper Mario games, if you disable it you'll encounter all sorts of graphical issues and even softlocks under some circumstances. Disabling "Store EFB Copies to Texture Only" should fix the glitch shown on the screenshot but will likely make the game slower too.

For the performance issues, it might not be avoidable at the moment (especially on Android). Bounding Box isn't exactly cheap to emulate (it gets exponentially worse at higher internal resolutions), but you can try switching from Vulkan to OpenGL (or vice-versa) if you haven't already, to see what performs best on your phone...

I see. Understood, thank you! Though I am surprised you were able to see the screenshot, I couldn't see any image inserted into my post or any of my attachments on my end of the end forum post
Though I did turn off that EFB setting, and the glitch did still happen. I think at this point I'll chalk it up to Asynchronous or sole Ubershaders issue (though I think it still happened, even when on Safest or when I set texture accuracy to high), or just a matter of "I just launched the game as compared to when I played for a day & beat Hooktail in the same session." Also switching to OpenGL didn't do much, either.

Well, if it's fine to bring up another issue while I'm here and to not make another thread... any tips on getting my SN30 Pro± be able to use all axes on the right stick? I can't scroll through Gamebox SP messages due to my current issue of only Axis 11+ and Axis 14+ being recognized when I try to map it. I've tried mapping it in Dinput mode and switching it back, and I've also tried manually editing the Dolphin.ini file with the negative Axis values and importing it within the app from the exported .Zip file with the edited .ini file. Neither gave any results.

I don't have this issue with Duckstation, which just recognizes each stick inputs by X and Y axes, and the old 8bitdo Android app (the one with the white icon that seems to have been taken off the Play Store) also reports that the right stick is reporting accurate positions of the stick.
The only solution I have found in my searching that doesn't involve giving up analog triggers and rumble is turning on Bluetooth gabeldorsche stack in developer settings, which is not there (I assume it was an experimental feature for Android 11, which is what I found it for going off the reddit post), and also disabling "split screen or swipe twice gestures" in Accessibility settings, which I also can't find in any touch accessibility categories or settings or in home search. 

I've seen multiple other posts of people having the same issue, down to the same axes reportings going as back as 2020. What can be done?
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Messages In This Thread
Bounding Box slowdown in Paper Mario TTYD? - Kitocco - 05-08-2022, 11:30 AM
RE: Bounding Box slowdown in Paper Mario TTYD? - mbc07 - 05-08-2022, 04:10 PM
RE: Bounding Box slowdown in Paper Mario TTYD? - Kitocco - 05-09-2022, 08:23 AM
RE: Bounding Box slowdown in Paper Mario TTYD? - mbc07 - 05-09-2022, 01:53 PM

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