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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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resolution options? per game&custom
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resolution options? per game&custom
06-09-2019, 12:17 AM
#1
justasuggestion
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so, gamecube games rarely ran 640x480 or 640x576 or 640x528. most ran well below this, like metroid prime with it's ~480x360 internal resolution, or many widescreen games using 640x360.
Dolphin doesn't seem to use these native resolutions, however, and instead renders to 640x480 or 640x528?

it would be good for both performance on lower end(mobile/laptop) devices and accuracy to allow custom resolutions per-game.
wasn't there an option for arbitrary resolution at one point? i remember running some distinctly not multiples resolutions before.
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06-09-2019, 12:47 AM
#2
JosJuice Offline
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(06-09-2019, 12:17 AM)justasuggestion Wrote: most ran well below this, like metroid prime with it's ~480x360 internal resolution, or many widescreen games using 640x360.

That's incorrect.

(06-09-2019, 12:17 AM)justasuggestion Wrote: Dolphin doesn't seem to use these native resolutions, however, and instead renders to 640x480 or 640x528?

Dolphin renders at the same resolution as the original console. (Unless you're using graphical enhancements like increased IR or SSAA, of course.)

(06-09-2019, 12:17 AM)justasuggestion Wrote: it would be good for both performance on lower end(mobile/laptop) devices and accuracy to allow custom resolutions per-game.
wasn't there an option for arbitrary resolution at one point? i remember running some distinctly not multiples resolutions before.

We removed the ability to use resolutions that aren't an integer multiple of the resolution used on console because it caused too many problems. Resolutions lower than the original are especially problematic.
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06-09-2019, 05:41 AM
#3
JMC47 Offline
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When we say "using non-integer resolutions" caused problems, we don't just mean graphical problems. It can cause the game to read/write to out of bounds memory and destroy your savefile.
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06-10-2019, 04:02 PM (This post was last modified: 06-10-2019, 04:03 PM by mstreurman.)
#4
mstreurman Offline
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(06-09-2019, 12:17 AM)justasuggestion Wrote: it would be good for both performance on lower end(mobile/laptop) devices and accuracy to allow custom resolutions per-game.

Lower resolution does not equal more performance on low end devices... As the lower resolution is only impacting the GPU which for 90% of the 3D-accelerated consoles (think Dreamcast, NGC, XBOX and up) isn't the limiting factor, what IS the limiting factor is the CPU as all of the instructions of the console's CPU, DSP and GPU have to be translated into something that a PC understands; Which means that: what takes one instruction on the console to do can take up to 10's, sometimes 100's of instructions to do on a PC-CPU which will make that single instruction 10-100x slower... do this at 729 MHz or 7.29 million instructions per second (for a Wii if the Wii's IPC was 1 IPC) and you can see where the bottleneck is. That explained... even a 5-6 year old iGPU should be able to run Dolphin at 1x IR without much issue (I've done so on a Intel HD Graphics 4600) if the CPU is able to keep up (Mine was on a i7 4800MQ laptop) even my Pentium G4560 and it's Intel HD Graphics 610 was able took run most games reliably at their native resolution and speed.
Check my profile for up to date specs.
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