The best way is to rip your discs using a Gamecube or a Wii.
Ripping games on your computer isn't viable.
Ripping games on your computer isn't viable.
The Note 4 and Dolphin?
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12-09-2014, 06:56 AM
The best way is to rip your discs using a Gamecube or a Wii.
Ripping games on your computer isn't viable. 12-09-2014, 11:56 AM
Assuming it's a gamecube compatible wii and not the crappy "family edition", unless you want to physically modify the drive.
12-13-2014, 05:12 AM
Keeping to the topic of the thread, I did some extensive testing with this app and I love the progress being made thus far. I tip my hat to all of the developers that are working on it.
That being said, there appears to be a huge performance gap from the snapdragon 800 with adreno 330 compared to the snapdragon 805 with adreno 420. The emulator works better on the older snapdragon processors for some reason, and I would love to know why. I originally suspected the native display resolution of the note 4 2560x1440 being to blame but I wonder now if that is even the case. Just as a side thought, is it possible to add directx11 as an option as well as opengl es 3.0 since that is supported by the note 4? Curious if that would make a difference at all. The game I was testing with primarily was Smash Bros Brawl, which gets 14fps on the intro video, but for some reason as soon as the start button is pressed and the press start screen appears, the fps drops down to less than 1fps and gets stuck. I have noticed that the app appears to crash and causes android to close any other apps in what appears to be an attempt to free up memory for the app/game, possibly due to a memory leak? The note 4 comes with 3GB of ram which should be enough. Any thoughts on how we can get this running, I am open to any suggestions and will test any changes anyone can suggest. 12-13-2014, 05:22 AM
Ah. I actually know what that issue is.
Adreno 4xx devices aren't being detected properly in our framework and it is attempting to use glBufferSubData which is broken garbage on Adreno. I need to add the a4xx devices to our system to let it fall back to glBufferData. 12-13-2014, 05:22 AM
The fact that the hardware can theoretically support D3D11 doesn't mean the drivers have that implemented in any way on Android. Maybe on Windows Phone, but good luck trying to link to/grab pointers from any sort of Direct3D library on Android.
<@skid_au> fishing resort is still broken: http://i.imgur.com/dvPiQKg.png
<@neobrain> dafuq <+JMC47> no dude, you're just holding the postcard upside down ---------------------------------------- <@Lioncash> pauldachz in charge of shitposting :^) 12-13-2014, 06:05 AM
(12-13-2014, 05:22 AM)pauldacheez Wrote: The fact that the hardware can theoretically support D3D11 doesn't mean the drivers have that implemented in any way on Android. Maybe on Windows Phone, but good luck trying to link to/grab pointers from any sort of Direct3D library on Android. Someone should start a fork of android with D3D functionality, just for entertainment. (12-13-2014, 05:22 AM)Sonicadvance1 Wrote: Ah. I actually know what that issue is. I'm really excited to see what that change results in, I have been trying every build released via the buildbot site since I got this phone, and it is nice to finally have an answer. Great job like I said with the development of this, Looking forward to what the future brings. (12-13-2014, 06:05 AM)Nintonito Wrote:(12-13-2014, 05:22 AM)pauldacheez Wrote: The fact that the hardware can theoretically support D3D11 doesn't mean the drivers have that implemented in any way on Android. Maybe on Windows Phone, but good luck trying to link to/grab pointers from any sort of Direct3D library on Android. I would definitely like to see how that pans out if it ever happened. Some of the tech demos they showcased at the Qualcomm expo when they demo'd the 805/420 were pretty impressive such as the hornet and the swimmer. Not that it means anything from an emulation standpoint since that isn't replicating functions originally designed to run on different hardware, but it is still impressive none the less. I wish Nvidia was more in the mainstream for mobile phones, but the LTE patents Qualcomm holds and the production volume they push keeps the price on their SoC down, making them the first choice for major companies. Believe me, I searched for a Tegra K1 phone, it doesn't exist, and even if it did, not sure the power consumption would be practical for a cellular phone. 12-13-2014, 06:49 AM
Phones are Phones, for Calling people, why would Processor manufacturers develops there chips to run demanding software like Dolphin, it's a waste to invest in Expensive ARM tablets for Dolphin, Dolphin is well optimized for Intel Processors, so wait for Skylake Windows Tablets.
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