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Full Version: !!!!!DISCONTINUED!!!!! Dolphin 3.0 escapades
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(11-08-2011, 07:25 AM)NaturalViolence Wrote: [ -> ]
Quote:No special game settings is needed, I use only:

You will need efb to ram for the pictobox to work correctly and you will need to uncheck disable per-pixel depth otherwise the waves will flicker at certain camera angles.

In new super mario bros. you will need efb to ram to get certain animations to show, as well as the blue coins.

Both MP and MP2 will need efb to ram for the x-ray/thermal visors to work properly. You will need to uncheck disable per-pixel depth to avoid the lava flickering at certain angles (it's not very noticeable but it's there).

You should have both fast mipmaps and disable per-pixel depth unchecked. They won't affect performance at all for you or most people and they are already known to resolve several minor visual issues each. I don't know what idiot left them checked by default in the official build.

The audio backend should be set to Xaudio2 and since you're using a HT cpu lock threads to cores should be on.

You also didn't mention what level safe texture cache is set to.

If safe texture cache is not all the way to the right you should be using efb to ram with enable cache checked since your rig can handle it.

1. I don't want you guys thinking I'm BS you but the Pictobox is working just fine here with EFB to Texture, although there is a few seconds delay but the picture is showing fine when taken, just tested it now with Links house.
I know that you've had to have it on EFB to RAM, but the Pictobox really really takes pictures as it should with Texture.
Waves flickering is nothing major I care about because it's only happen as you said certain angles, I tend to change angles a lot.
Then I think the heat effects is a worse issue on Dragon Roost Island dungeon, but it's kind of a charm for this emu and I like it.

2. Yes it's true that you need EFB to RAM for certain animations as the spinning coins in New Super Mario Bros. Wii. but the game looks perfectly fine without it.

3. In both Metroid Prime 1 and 2 all the visors seem to work correctly with EFB to Texture, just tested it a little and again I'm not BS you. As for the lava flickering I'm not sure my eyes have encountered any of those.

4. I'm sorry to hear that, I really thought those two options were good to have since they're were default.

5. Are you sure about that XAudio thing? I never really had any problems with DSound. Why is XAudio to prefer? And should HT be off or on for the Lock Threads To Cores to be enabled?

6. Sorry about that one, Safe Texture Cache is untouched, I thought the default value was good to go from the start.

Thank you for all these tips NV!

EFB to Texture images:

Metroid Prime 1 - Scan: http://i41.tinypic.com/x0slua.png
Metroid Prime 1 - Heat: http://i40.tinypic.com/24uz1y1.png
Metroid Prime 1 - X-Ray??: http://i43.tinypic.com/f399pd.png

Metroid Prime 2 - Scan: http://i44.tinypic.com/jj4llj.png
Metroid Prime 2 - Dark: http://i41.tinypic.com/15p5ta8.png
Metroid Prime 2 - Echo: http://i44.tinypic.com/2mhhahw.png

Zelda Wind Waker - Pictobox: http://i44.tinypic.com/1264me9.png
Quote:1. I don't want you guys thinking I'm BS you but the Pictobox is working just fine here with EFB to Texture, although there is a few seconds delay but the picture is showing fine when taken, just tested it now with Links house.

But does the guy accept it?

Quote:Waves flickering is nothing major I care about because it's only happen as you said certain angles, I tend to change angles a lot.

But the option has no performance hit. Why on earth would you want to play with buggier settings? That just makes no sense.

Quote:Then I think the heat effects is a worse issue on Dragon Roost Island dungeon, but it's kind of a charm for this emu and I like it.

You're officially insane.

Quote:2. Yes it's true that you need EFB to RAM for certain animations as the spinning coins in New Super Mario Bros. Wii. but the game looks perfectly fine without it.

Why play without it when you can easily use the option without any performance hit?

Quote:3. In both Metroid Prime 1 and 2 all the visors seem to work correctly with EFB to Texture, just tested it a little and again I'm not BS you. As for the lava flickering I'm not sure my eyes have encountered any of those.

In 3.0 with d3d9? Are you sure you're using 3.0? If you are then that's impossible. The visor effects in MP are all handled directly by the program code (running on the cpu) so if the cpu doesn't have access to the efb copies in ram it won't work, end of story. This can be confirmed by literally hundreds of other posts on this forum.

The texture cache rewrite may allow the visors to work with efb to texture but that shouldn't be in the 3.0 release.

Quote:5. Are you sure about that XAudio thing? I never really had any problems with DSound. Why is XAudio to prefer? And should HT be off or on for the Lock Threads To Cores to be enabled?

The best solution would just be to turn HT off when you're running dolphin. Lock threads to cores should reduce some of the performance hit incurred from leaving HT on. Xaudio2 is preferable to Dsound, Dsound is still good just not AS good. Xaudio2 is just a better backend (biggest benefit being reduced audio latency), game devs are quickly dropping dsound in favor of it since microsoft has officialy deprecated dsound.
1. I don't know if they'll accept the pictures taken, but the image I've uploaded in post #11 looks fine enough in my book.

2. It might be true that it doesn't have any performance hit, but the description says a couple of games need it, I don't really know about this one.

3. Yes I'm insane, and I don't have high standards.

4. Spinning coins or not, again I have no high standards.

5. These visors, I don't know but they look normal to me, have a look at the images I've uploaded in post #11.
You know more about this then I do, as far as I can see they're working in 3.0 with EFB to Texture.

6. Just tested XAudio and Lock Threads To Cores, didn't notice that much of a difference but I only gave it 5 minutes.
Quote:2. It might be true that it doesn't have any performance hit, but the description says a couple of games need it, I don't really know about this one.

Yes, my point exactly. A couple of games need it enabled (meaning unchecked) so if it doesn't have a performance hit why not uncheck it. Maybe neobrain forgot to rewrite the toolbox for that option when he changed it from "Enable per-pixel depth" to "disable per-pixel depth".

Quote:4. Spinning coins or not, again I have no high standards.

My point still stands. It's like someone offering you two laptops, a good laptop and a much better laptop for the same price and you say to him "nah, I'll have the inferior laptop because I don't have high standards". It's not logical.

Quote:5. These visors, I don't know but they look normal to me, have a look at the images I've uploaded in post #11.
You know more about this then I do, as far as I can see they're working in 3.0 with EFB to Texture.

None of the images you uploaded used any of the special visors. Please be sure before I decide to look into it.

Quote:6. Just tested XAudio and Lock Threads To Cores, didn't notice that much of a difference but I only gave it 5 minutes.

The difference won't be noticeable, but it's there.
I'm glad I did this thread, thanks to you NV you pointed out all my stupid mistakes.
I have tested every little advice you pointed out for the last half hour.

Everything seems to work more perfect then it did before, even EFB to RAM doesn't slow things down any longer.
I don't know why I chose Texture to begin with, it was set to default and I actually thought it worked good.

YEAH I'M AN IDIOT, there I said it myself.
Whit a rig like this why not use it to it's fullest.

Now everything should be perfectly configured.


EDIT: First post updated with new information.
Quote:Metroid Prime 1 - Scan: http://i41.tinypic.com/x0slua.png
Metroid Prime 1 - Heat: http://i40.tinypic.com/24uz1y1.png
Metroid Prime 1 - X-Ray??: http://i43.tinypic.com/f399pd.png

Metroid Prime 2 - Scan: http://i44.tinypic.com/jj4llj.png
Metroid Prime 2 - Dark: http://i41.tinypic.com/15p5ta8.png
Metroid Prime 2 - Echo: http://i44.tinypic.com/2mhhahw.png

And you're absolutely sure these were taken with efb to texture on the official dolphin 3.0 release on the main site? How the hell!
(11-09-2011, 07:09 AM)NaturalViolence Wrote: [ -> ]
Quote:Metroid Prime 1 - Scan: http://i41.tinypic.com/x0slua.png
Metroid Prime 1 - Heat: http://i40.tinypic.com/24uz1y1.png
Metroid Prime 1 - X-Ray??: http://i43.tinypic.com/f399pd.png

Metroid Prime 2 - Scan: http://i44.tinypic.com/jj4llj.png
Metroid Prime 2 - Dark: http://i41.tinypic.com/15p5ta8.png
Metroid Prime 2 - Echo: http://i44.tinypic.com/2mhhahw.png

And you're absolutely sure these were taken with efb to texture on the official dolphin 3.0 release on the main site? How the hell!

It's quite amazing, that you didn't even knew this was working with EFB to Texture.
And it's even more amazing that you even doubt me when the only release I'm using right now is the official 3.0

There's a 100% chance you know more about this than I am so care to explain how both the pictobox in Wind Waker and the visors in MP1 and MP2 is working for me if it's not suppose to work at all with EFB to Texture?
Heck I don't know if this also have any value but I can save the Piantas trapped in goo in Super Mario Sunshine perfectly fine with EFB to Texture also.

EDIT:
And I have to add to this matter that the game notes being displayed in the game settings is totally wrong then.
Obviously these things are working in Dolphin 3.0 with EFB to Texture.
This is very odd. I just checked and can confirm that you're correct. MP visors work in 3.0 and in the latest git revision. Booted up good ole r7225 and it doesn't work properly in that revision which means the change that caused this was extremely recent yet unrelated to the texture cache rewrite. I don't know how this is possible. Both of those issues have always required efb to ram to fix, ever since I started using dolphin about 4,000 revisions ago. I'm going to ask neobrain about this and see if he can shed some light on this.
Thank you for verifying it yourself and for believing me now.
It felt like I was an liar or something.

I would also like to add that it would be great if someone took a good look at the game notes in the game settings and verified them, as I said obviously these things mentioned here are working.
Take Super Mario Sunshine's game note in 3.0 as an example, "needs EFB to Ram"
NO it's not needed at all, you can use EFB to Texture and still be able to save the Piantas trapped in goo, I've done it myself plenty of times in 3.0 now.

I understand that it's impossible to check every little game notes and games, but these are of the more popular games and should have accurate game notes.

Right now it's only misleading and confusing causing doubts like in this case whether stuff works or not.
I don't have super mario sunshine but this is what the wiki entry says:
Quote:Change this to RAM if you are using older revisions and the goo/oil in the game are getting behave oddly and impossible to spray away. As EFB Copy to RAM decreases emulation speed, on Dolphin 3.0-96 and newer you can use EFB Copy to Texture without getting issues with goo/oil.

So you're saying the goo is behaving normally in 3.0 as well?

I'm really curious what change caused this. I mean this is nothing short of miraculous. As I said before MP has required efb to ram to run properly for over 4000 revisions and now all of the sudden it's completely unnecessary? How the hell is dolphin suddenly able to emulate the visors correctly with an efb texture copy.
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