(02-04-2011, 02:22 PM)artantaaa Wrote: [ -> ]Did you get the driver from amd's site? This one?
AMD Linux X86-64
yeah thanks, I installed that driver but it just doesn work, I always get some error.
maybe I should really try ubuntu or wait for debian 6 stable it should be released this weekend.
(02-04-2011, 02:22 PM)artantaaa Wrote: [ -> ]The multiple screens feature doesn't work, so if you're interested in that at all...
I was thinking about buying another screen for virtual machines, so this gimmick would be a pretty nice feature!
(02-04-2011, 02:22 PM)artantaaa Wrote: [ -> ]Have you installed the emulator yet?
yeah I have added your repositories and the installation with synaptic went just fine
(02-04-2011, 02:22 PM)artantaaa Wrote: [ -> ]I'd love to hear how fast the Linux version is on an i7.
me too, but first i have to get a working graficcard!
(02-04-2011, 03:08 PM)NaturalViolence Wrote: [ -> ]A gt240 is sufficient as long as you do everything I said and turn off scaled efb copy. A 5770 is much faster, you won't need to turn off scaled efb copy. A GTX 460 will run any game at 3x efb scale or 2x efb scale + 4xSSAA, some games will run fine at 3x efb scale + 4xSSAA but not all.
what would be the advantage of geting a gtx460 or even gtx560?
I mean what does efb scale and SSAA mean and what difference does it bring
in practise?
SSAA means anti aliasing, and NaturalViolence explains EFB in this thread.
http://forums.dolphin-emu.org/showthread.php?tid=11091
These are the settings that make the games look better than they do on the Wii. Due to my 8400gs, I get beautiful renderings of Mario jumping around in super slo-mo when I turn them on. If I was buying a new card right now, I think it would be the 460gtx.
Who the F seriously uses Linux and OSX to play games? That's the kind of crap that's holding the entire world back from real evolution.
(02-05-2011, 12:08 PM)ayami6969 Wrote: [ -> ]That's the kind of crap that's holding the entire world back from real evolution.
That's an interesting post.
(02-05-2011, 12:08 PM)ayami6969 Wrote: [ -> ]Who the F seriously uses Linux and OSX to play games?
The same people that use those operating systems for everything else do.
(02-05-2011, 12:08 PM)ayami6969 Wrote: [ -> ]That's the kind of crap that's holding the entire world back from real evolution.
I doubt that you mean that me playing Mario Bros. on my Linux system is impeding the progress of society. Could you be more specific?
I think he means something more along the lines of Darwin's evolution.
or pokemon
Don't listen to ayami. He's a resident troll in these parts.
Quote:SSAA means anti aliasing, and NaturalViolence explains EFB in this thread.
http://forums.dolphin-emu.org/showt...?tid=11091
These are the settings that make the games look better than they do on the Wii. Due to my 8400gs, I get beautiful renderings of Mario jumping around in super slo-mo when I turn them on. If I was buying a new card right now, I think it would be the 460gtx.
I swear I would hug you right now if I could. Not many people here have the patience to look up threads like that.
(12-12-2010, 11:08 AM)NaturalViolence Wrote: [ -> ]ugh.....
I'm only going to explain this once since I have already explained it so many times on this forum, so PAY ATTENTION. The efb (embedded frame buffer) is where the GC/Wii GPU stores the images that it draws (the graphics processor draws images many times per second to send to your display). The native resolution is 640 x 528. In other words on the GC/Wii that is the resolution that it draws these images at. If you turn off efb scaling this is the resolution that dolphin will render the efb at. It will then take that 640 x 528 image and stretch it to fill your screen resolution (so if you selected 1920 x 1080 as your screen resolution is stretches it to 1920 x 1080 then sends a 1920 x 1080 image to your display). A 2x scale means it's rendered at double width and double height, or 1280 x 1056, 3x scale is triple width triple height so it;s rendered at 1920 x 1584. Integral selects 1x, 2x, or 3x automatically based on your resolution. If your resolution is 800 x 600 or lower it will select 1x. If your resolution is 800 x 600 or higher but lower than 1680 x 1050 it will select 2x. If your resolution is 1680 x 1050 or higher it will select 3x. Fractional scaling allows it to scale it using fractions instead of integers. So instead of scaling it 1x, 2x, 3x each way it can use a very precise scale like 2.374678657836. This allows it to scale it your exact screen resolution giving it a 1:1 ratio with your screen resolution. However because of this it no longer has an exact ratio with the native fb resolution (1x, 2x, 3x) so certain efb effects won't work properly.
The efb scale is the internal resolution. Meaning the resolution that the scene is actually rendered at.
I should also point out that the numbers I just used are for 4:3 aspect ratio games. The native efb resolution is different for 16:9 games (720 x 528 I believe? not completely sure). Dolphin maintains the native aspect ratio by scaling equally both vertically and horizontally and placing black bars on the sides or top/bottom. Unless you use force 16:9 or stretch to window which stretches the image to get rid of the black bars. Why am I telling you this? Because you have to realize that at a 1920 x 1080 resolution for example dolphin maintains the 4:3 aspect ratio with a 4:3 game, so the usable screen area without stretching is actually only 1440 x 1080 (4:3). In other words 2x scale (1280 x 1056) is slightly lower and it will be stretched slightly and 3x scale (1920 x 1584) is much much larger and it will be scaled down to your resolution. At that resolution fractional would render it at 1440 x 1080 which would be just barely higher than 2x while integral would use a 3x scale. This means fractional should perform better at that resolution.
Fractional yields the best balance between image quality and performance but may break some fb effects while integral will likely have a larger performance hit with no noticeable improvement in visual quality in exchange for proper fb effects.
good explanation, now I know that 2x scale is a must have for me!
(12-12-2010, 11:08 AM)NaturalViolence Wrote: [ -> ]I swear I would hug you right now if I could. Not many people here have the patience to look up threads like that.
thank you both for spending your time with users like me
(02-05-2011, 11:58 AM)artantaaa Wrote: [ -> ]If I was buying a new card right now, I think it would be the 460gtx.
I tihink Iĺl get this one, but first iĺl inform myself about differences between
gtx460, gtx460se and gtx560
(02-05-2011, 11:58 AM)artantaaa Wrote: [ -> ]SSAA means anti aliasing
for those who want more information about Super Sampling Anti-Aliasin:
SSAA
just to make it clear, wii's native resolution is 480p
the ATSC digital television standards define 480p with 640 × 480 (4:3) or
horizontal resolution of pixels for an approximate 16:9 aspect ratio.
since a pixel must be a whole number, in wide VGA displays it is generally rounded up to 854 (480 × 16⁄9 = 853.333…).
it means:
native@16:9: 854 x 480
2x scale@16:9:1707 x 960
3x scale@16:9:2560 x 1440