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Mario Galaxy (PAL) Cutscene Audio Issue
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Mario Galaxy (PAL) Cutscene Audio Issue
05-11-2014, 05:59 AM
#1
EvanWins Offline
Junior Member
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Posts: 8
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Joined: May 2014
To start, I know it will be asked here is what I am running:

Dolphin Emu 4.0.2 (Official/Stable) x64

Config Settings:
-------------------
(General)
☑ Enable Dual Core
☑ Enable Idle Skipping
Frame Limit: Auto
☑ Limit by FPS
CPU Engine: JIT Recompiler (Recommended)
☐ Force Console as NTSC-J

(Sound Settings)
DSP Engine: DSP HLE emulation (fast)
☐ DSPLLE on Seperate Thread
☐ Dump Audio
☐ Dolby Pro Logic II decoder
Audio Backend: XAudio2

(Wii Misc Settings)
☐ Use EuRGB60 Mode (PAL60)
-------------------

Graphics Settings:
---------------------
(General Settings)
Backend: Direct3D9 (deprecated)
Adapter: ATI Radeon HD 4850
Fullscreen Resolution: 1920x1080
Aspect Ratio: Auto
☐ V-Sync
☑ Use Fullscreen

(Enhancements)
Internal Resolution: 3x Native (1920x1584)
Anti-Aliasing: None
Anisotropic Filtering: 16x
☑ Scaled EFB Copy
☐ Per-Pixel Lighting
☐ Force Texture Filtering
☐ Widescreen Hack
☐ Disable Fog

(Hacks)
☑ Skip EFB Access from CPU
☑ Ignore Format Changes
☐ Disable EFB Copies: ☑ Texture
Texture Cache: Fast
☑ Disable External Frame Buffer

(Advanced)
Empty ☐

(Super Mario Galaxy Properties)
☑ Vbeam Speed Hack (With this off VPS goes down to 42/84%)
---------------------

System Specs:
Dell Studio 0m017G M-ATX
8GB (2GBx4) @ 800Mhz
CPU: Intel Core 2 Quad (Q6700 @ 3.33Ghz)
GPU: XFX HD 4850 XXX 1GB (Bandwidth 68.xx) @ 705/1078






Mario Galaxy PAL (50hz) is running playable, I know that my CPU speed is not quite up to par thus being why I went over to the PAL version it was impossible for me to get a stable 60VPS.

I had to go with the settings I have SPECIFICALLY (Limit by FPS ☑) because for some reason with that unchecked it wants to try and run at 30 FPS even though its at 50 VPS thus making it slow visually.

However, with it checked like I have it, FPS is at 50 which it stumbles some but its playable but the VPS goes up to 84 or 166%. That said I am not sure but it seems as though with the VPS at 166% the audio at the cut-scenes is both crackling as well as multiplied in play speed it sounds like chipmunks.

So to simplify.

Limit by FPS ☑ = 50FPS/84VPS (100%/166%)
Limit by FPS ☐ = 30FPS/50VPS (60%/100%)



Therefore my issue I am seeking to solve is, has anyone found a way to fix these audio issues during cut-scenes in Mario Galaxy PAL. Has anyone had experience with this particular issue or one of relevance before that wouldn't mind troubleshooting with me.



UPDATE:

I FIGURED IT OUT!
I don't know how I got this to be so complicated, though I do its emulation it is always complicated.
Here is what I ended up doing, disabling VBeam SpeedHack ☐ as well as disabling Limit by FPS ☐.
With both off I am running with all of the same settings at 60FPS/50VPS - 100%


Now I have one more issue, I can't use my cursor thing to pick up stars.. is that an issue with my settings?
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05-11-2014, 06:15 AM
#2
Shonumi Offline
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Posts: 6,513
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I think you need to uncheck Skip EFB access from CPU to get the cursor working.
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05-11-2014, 06:21 AM
#3
DJBarry004 Offline
Don't even bother...
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Posts: 2,456
Threads: 33
Joined: Sep 2013
He needs to. And why use 4.0.2 when you can use any latest build with fixed HLE?
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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05-11-2014, 06:26 AM (This post was last modified: 05-11-2014, 06:30 AM by EvanWins.)
#4
EvanWins Offline
Junior Member
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Posts: 8
Threads: 1
Joined: May 2014
(05-11-2014, 06:15 AM)Shonumi Wrote: I think you need to uncheck Skip EFB access from CPU to get the cursor working.

That was exactly what I needed to do! thank you for your help.

I'm just gonna link this here if anyone is annoyed by the cursor in the middle of the screen when using a controller: https://forums.dolphin-emu.org/Thread-mario-galaxy-2-problem--25272

I will post back in a minute with my configuration in case anyone ever stumbles across this and needs to know what's optimal.

(05-11-2014, 06:21 AM)DJBarry004 Wrote: He needs to. And why use 4.0.2 when you can use any latest build with fixed HLE?

Because I have an issue with the latest revision where I can't definitively select Dx9 nor do I have the option to use OpenMP Decoder, I KNEW I'D MISS SOMETHING in my settings display I made for this thread! haha

When Playing things like Brawl I need to define those settings for the best results.
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05-11-2014, 07:46 AM
#5
EvanWins Offline
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Posts: 8
Threads: 1
Joined: May 2014
Here is my setup for anyone who wants to know now or in future:
[Image: 6f2gj8.jpg]


And this is how you set up an xbox controller to auto hide the cursor (assuming it is on the right thumb stick):
[Image: 125ope9.png]
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05-11-2014, 07:47 AM
#6
DJBarry004 Offline
Don't even bother...
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Posts: 2,456
Threads: 33
Joined: Sep 2013
D3D9 is no longer needed. Both DX11 and OGL have gotten fast, a -hell- lot faster than D3D9. And yes, OpenMP is still available in recent builds; it´s OpenCL what was removed.
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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05-11-2014, 07:51 AM (This post was last modified: 05-11-2014, 09:03 AM by EvanWins.)
#7
EvanWins Offline
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Posts: 8
Threads: 1
Joined: May 2014
(05-11-2014, 07:47 AM)DJBarry004 Wrote: D3D9 is no longer needed. Both DX11 and OGL have gotten fast, a -hell- lot faster than D3D9. And yes, OpenMP is still available in recent builds; it´s OpenCL what was removed.

What revision would you recommend using?

Also,while that may be great that Dx11 and OGL have become much faster (theoretically assuming you have the correct hardware) I still find my frame rates in every game are higher on D3D9 more than likely due to the fact that I'm using an HD 4850 1GB.
As a HD 4850 1GB DDR3 runs off of DX10.1 especially in terms of dolphin.exe I think it is safe to say there is little work done on the optimization for backwards comparability that DX11 offers, thus the probable reason I see better FPS in D3D9 is because of optimization.

Also, Cache Display Lists was also removed in updated revisions, which works well in my setup with SSBB, being the main reason I use Dolphin.
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05-11-2014, 07:54 AM (This post was last modified: 05-11-2014, 07:54 AM by JMC47.)
#8
JMC47 Offline
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Err, I misread things, sorry.

Latest revisions will work the best and prevent hangs on grand stars.
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05-11-2014, 08:15 AM
#9
EvanWins Offline
Junior Member
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Posts: 8
Threads: 1
Joined: May 2014
Well, my Issue is this, With EFB Access on, I get a VPS drop from 100% down to 80% in most areas.
With it bypassed I have no issues, it runs 60/50% or 100% woohoo la da but I can't pick up star bits.. which is an issue.

Now, the one thing I have figured out is that if I enable Vbeam Speedhack it will boost VPS back up to 50... but for some odd reason it will lock my FPS at 30.. 30/50 and it litterally will not go higher as if its some sort of bug or a misunderstanding I have as to how that effects the PAL version of the game.
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05-11-2014, 08:18 AM
#10
JMC47 Offline
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Vbeam speedhack causes problems. EFB Access to CPU slows down because it's a demanding feature used by the game. Skipping it makes the game faster by breaking part of the game. You should overclock your CPU another 20%; but to be honest I'm kinda surprised you're getting speeds this good. You may want to just cut your losses and turn off Skip EFB Access to CPU when necessary and use a cheat for full starbits. Collecting Starbits is just a grind anyway, it's not like you're hurting the game experience.
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