[Wii] - The Legend of Zelda: Skyward Sword
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11-14-2011, 08:21 AM
Any one else experiencing stutter in the video during panning? That's my last hurdle. If the fix is to use a different build, I don't want to keep playing too much in case my save state won't transfer.
Dolphin Version: 3.0
OS: Windows 7 Professional 64 Bit CPU: AMD Phenom II X4 965 Black AM3 3.4Ghz 512KB 45NM 125W 4000MHZ (overclocked to 3.7Ghz) Graphics: Nvidia GeForce 9800 GT Memory: 4GB DDR2 Motherboard: ASUS M3A78-EM 11-14-2011, 09:01 AM
i think it would be a good idea to re-intergrate some of the wii motion plus stuff from the older dolphin bulids into the newer dolphin builds. i think whoever implemented it in the first place was definately on the right track and therefore it shouldn't have been removed.
i do strongly suggest that wii motion plus support be put back into dolphin somehow as games like legend of zelda skyward sword, red steel 2 and wii sport resort aren't playable at all for those without the real wiimote hardware. one thought i had was just to re-implement the wii motion plus stuff from the older build but then add an option to auto reconnect the motion plus whenever they are disconnects sure it may be a crappy solution but someone on the development team has to do something for those without the time and money to buy the proper hardware needed to play motion plus game on the emulator. 11-14-2011, 09:09 AM
What kind of computer do one currently need to run this at 60FPS most of the time or is it not even possible?
Q9550 @ 2.8GHz, GTX470, 4GB 800MHz, Win7 64-bit, Intel 320 SSD 120GB
Current build: 3.0 64-bit Current game(s): Metroid Prime 3 Corruption (random testing from time to time to see if any tweaks will help). (11-14-2011, 08:21 AM)wildonrio Wrote: Any one else experiencing stutter in the video during panning? That's my last hurdle. If the fix is to use a different build, I don't want to keep playing too much in case my save state won't transfer. Okay, after trying some of the settings that someone recently posted (2x res, D11, r7719, etc.), I finally figured out why the stutter happens. If you're using 7719M (assuming 7718 too) with D3D11 or OpenGL (OpenGL is faster and stabler for me; didn't test D9), the only thing you need to do is disable the External Frame Buffer and leave "Virtual" enabled under the EFB Copies option (don't disable EFB Copies). But with this method, you can't have any anti-aliasing on whatsoever because the image either freezes or goes black until you disable AA. I find that the lack of AA with 4x Internal Resolution is more than fine in SS; AA isn't very important. So, as long as you do the method and disable AA, you shouldn't see any more stuttering; otherwise, if you want AA and no stuttering, use any 3.0 version that will have the diagonal banding issue and missing textures of bushes, etc. Other Options: I find V-Sync, Per Pixel Lighting, and anisotropic filtering to have no effect, so I keep them unchecked and the AF on 1x. I like to keep Force Texture Filtering enabled as some textures look better. Cache Display Lists should be disabled if you want Link's sword to be visible. I like to disable fog; no downsides. I like to enable Skip Dest. Alpha Pass to reduce brights/whites from blowing out, but you will see an endless very slight shadow always a few feet in front of Link; however, enabling this does improve performance somewhat. I like to keep the OpenCL and OpenMP options enabled as they seem to improve speed and there aren't any downsides. Lighting shouldn't be disabled, obviously. Disable Per-Pixel Depth if you want an increase in performance, but uncheck it if you don't want to see flickering stuff in the background as the camera moves (this flickering phenomenon seems to be rare, so as a good rule of thumb, disable it). As for Skip EFB Access from CPU, enable it if you want a huge increase in performance; I don't seem to need it as I get a small percentage above 100% after everything else, but I keep it enabled. I read about issues with the slingshot; haven't tried it yet, so if problems arise, I'll disable this option. Finally, after all that, enable Audio Throttle or Auto FPS to cap your gamespeed to 98%-100%. Even if you already get 100% without either of these options, you'll still want to enable one of them because when you bring up a menu, map, title screen, etc., those will be much faster; so if you don't want that, enable one of the options. Hope this helps.
OS: Windows 7 Pro SP1 x64
Motherboard: Biostar TP67XE Graphics Card: EVGA GTX 460 1GB CPU: i7-2600K 3.4GHz (stock speed) Memory: G.SKILL Ripjaws X Series 16GB (4x4GB) Monitor: 23" Acer G235HAbd and 32" Samsung HDTV 11-14-2011, 09:13 AM
(11-14-2011, 09:09 AM)Nirth Wrote: What kind of computer do one currently need to run this at 60FPS most of the time or is it not even possible? It's a 30 fps game, so that is the max. I am getting 30 fps, but with video judder.
Dolphin Version: 3.0
OS: Windows 7 Professional 64 Bit CPU: AMD Phenom II X4 965 Black AM3 3.4Ghz 512KB 45NM 125W 4000MHZ (overclocked to 3.7Ghz) Graphics: Nvidia GeForce 9800 GT Memory: 4GB DDR2 Motherboard: ASUS M3A78-EM (11-14-2011, 09:09 AM)Nirth Wrote: What kind of computer do one currently need to run this at 60FPS most of the time or is it not even possible?When i disabling FPS limit game starts running at 55-60 fps. CPU: 2500k @ 4,5Ghz Btw, why do you need such high speed? Normal game speed archives at 30 fps. 11-14-2011, 09:14 AM
(11-14-2011, 09:12 AM)Digitus Wrote:(11-14-2011, 08:21 AM)wildonrio Wrote: Any one else experiencing stutter in the video during panning? That's my last hurdle. If the fix is to use a different build, I don't want to keep playing too much in case my save state won't transfer. Thanks a lot! I'm gonna go home and try this right now!
Dolphin Version: 3.0
OS: Windows 7 Professional 64 Bit CPU: AMD Phenom II X4 965 Black AM3 3.4Ghz 512KB 45NM 125W 4000MHZ (overclocked to 3.7Ghz) Graphics: Nvidia GeForce 9800 GT Memory: 4GB DDR2 Motherboard: ASUS M3A78-EM 11-14-2011, 09:38 AM
Hmm, I'm noticing a slightly odd issue when using RAM EFB copies (under DX11). The background looks like it's filtered properly, however the lower right quarter of the screen seems to always render at the game's native resolution. It doesn't matter what internal resolution I have it set to or if I use antialiasing or whatever other settings I change, it only affects that corner of the screen when the EFB is set to RAM and virtual is unchecked. Here's a screenshot showing it off fairly well (you can see where the harp intersects the affected area, it's much more noticable in motion though):
http://i44.tinypic.com/4tarsm.jpg I understand that using RAM EFB means that EFB effects will run at the original native resolution, I just don't see why it's affecting everything else in a specific portion of the screen. The issue doesn't happen when Virtual EFB is selected, but then the background obviously doesn't have the filter effect applied to it.
Maybe it's just me but it seems that 3.0.201 handles Wiimote+ better than 7719 does. Am I crazy or does it actually have better coding?
Also is it better to have my bluetooth adapter close to my wiimote, medium distance, or far away? Also on 7719 with D3 11 I get some black tearing sometimes. |
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