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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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mario galaxy full speed question
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mario galaxy full speed question
06-07-2014, 02:50 AM
#11
DJBarry004 Offline
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No one knows, maybe he got by accident a NTSC version (the option certainly doesn´t work with that one, I have tried).
Rig 1: Windows 10 Home | AMD A6-1450 @ 600/1000/1400 MHz | AMD Radeon HD Graphics 8250 | 4GB RAM | HP Pavilion TouchSmart 11.

Rig 2: Windows 10 Pro | Intel Core i7-2640M @ 780/2800/3500 MHz | Intel HD 3000 Mobile | 8GB RAM | Dell Latitude 6320.
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06-07-2014, 03:39 AM
#12
Rotarum Offline
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(06-06-2014, 08:56 AM)DJBarry004 Wrote: Is your game an EUR version dump?

yes it is PAL (Europe) ...

OK guys problem solved but the solution is very crazy Smile


in 3.5 and 4.0 we have the "LIMIT BY FPS" option. With this FPS Limit enabled Mario Galaxy is working at correct 50-FPS, but ONLY if you use the DSP HLE Sound Engine !

With LLE and FPS Limit it still works at 50-FPS, but very bad crackling noise sound !!!!!


But if i let FPS Limit enabled, ZELDA Wind Waker is working at Full 60-FPS (too fast) instead of correct 30-FPS ...


Anyway at newer Revisions (daily svn), the Limit by FPS Option is removed thats very very bad Sad
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06-07-2014, 05:11 AM
#13
JMC47 Offline
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Umm, it's not actually working. It's just that audio is asynchronous in that game in older revisions, which is why you don't hear audio crackling. The game still isn't running full speed, and you'll notice instruments will be played slower too on the select star menu.
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06-07-2014, 05:21 AM
#14
Rotarum Offline
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(06-07-2014, 05:11 AM)JMC47 Wrote: Umm, it's not actually working. It's just that audio is asynchronous in that game in older revisions, which is why you don't hear audio crackling. The game still isn't running full speed, and you'll notice instruments will be played slower too on the select star menu.

i want that asynchronous possibility to fix the sound in newer revisions Smile
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06-07-2014, 05:21 AM
#15
JMC47 Offline
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No. You really, really don't want that. You know the game HANGS (freeze, crash, etc.) after every grand star because of Asynchronous audio. Do you want that?
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06-07-2014, 06:56 AM (This post was last modified: 06-07-2014, 11:10 AM by Xtreme2damax.)
#16
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Not to mention complete loss of music due too looping issues with asynchronous audio. I'm afraid you might be wasting your time attempting to explain why asynchronous audio = bad and synchronous audio = good. He always has the choice of sacrificing improvements and support by going back to an older build or he can upgrade his aging hardware to get full speed so audio doesn't slow down or crackle. Other than those two suggestions just deal with it is all that really needs to be said, devs are not going to break the emulator again just so music doesn't slow or crackle on inadequate/weak hardware.

Edit: I realized the op's hardware is fine but these hiccups and brief slowdowns are to be expected but not really that big of a deal unless most games are constantly slow and if that's the case the former suggestions stand i.e. revert to an older build, upgrade hardware or deal with it.

Off-topic (sorta): I never understood why audio in PC games never slows when fps drops or a game can't be run at full speed. Plus even at low fps PC games are more bearable than playing with low fps through an emulator.
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06-07-2014, 07:15 AM
#17
JMC47 Offline
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The games are still running full speed, they're just rendering at a lower framerate. They can do this because they're designed to run on multiple PCs, which means they're not guaranteed to run a certain framerate. They're skipping frames, rather than running slower usually. Even when running slower, they'll still be running full speed. If you have a virtual machine running a game and the virtual machine was lagging (Let's say you have a Core i5 3570K emulating a Core i5 4670K or something, and that was possible to do with cycle accurate timings) you'd get audio stuttering or something. Theoretically.
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