Dolphin, the GameCube and Wii emulator - Forums

Full Version: Feature Request Thread
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Has there been any progress on UDP Netplay on master yet?
I was thinking along the lines of how Metroid for example can be played with 60 or 50 FPS, depending on the EuRGB60 setting. And the difference between those 2 modes was drastic for me, so naturally I assumed an even lesser FPS would help. Now in the meantime I also finally understood a little more about this, as I didn't really find the right information about that before I made the suggestion. So, is there a place where I can learn more about these modes and how they work?
From what I remember, the EuRGB60 setting isn't actually a way to change the FPS of the game; it's just a flag that asks the game to run in a particular mode. The game can ignore it, and it doesn't let you pick any mode, just those two.
Certain PAL games let you play at either 50 or 60 Hz solely because the developers designed the game that way. Many 60 Hz games get slowed down to 50 Hz for their PAL release but still have the option to run at the original 60 Hz speed if the user has a PAL60 TV. If you want to get the same slow motion effect on NTSC games, use the frame limit option to simulate it.
(01-19-2015, 08:03 AM)XorUnison Wrote: [ -> ]I was thinking along the lines of how Metroid for example can be played with 60 or 50 FPS, depending on the EuRGB60 setting. And the difference between those 2 modes was drastic for me, so naturally I assumed an even lesser FPS would help. Now in the meantime I also finally understood a little more about this, as I didn't really find the right information about that before I made the suggestion. So, is there a place where I can learn more about these modes and how they work?

I highly doubt that. I tested that theory a while back, here's the data https://docs.google.com/spreadsheets/d/1...M4Kfadpw9g . ~1.5% gain going from 30->25 fps on xenoblade.
Whether the speed of the game changes depends on whether it uses cpu ticks (smart) or vsync interrupts (dumb) as the basis for timing information.
When it comes to differences in emulation speed you also have to keep in mind that PAL modes have the option of using a greater vertical resolution (or they may use the same resolution as NTSC and upscale when copying to the XFB).
So I assume Metroid uses vsync interruptions then as it doesn't react to a change in CPU clock.

(01-19-2015, 03:29 PM)RachelB Wrote: [ -> ]
(01-19-2015, 08:03 AM)XorUnison Wrote: [ -> ]I was thinking along the lines of how Metroid for example can be played with 60 or 50 FPS, depending on the EuRGB60 setting. And the difference between those 2 modes was drastic for me, so naturally I assumed an even lesser FPS would help. Now in the meantime I also finally understood a little more about this, as I didn't really find the right information about that before I made the suggestion. So, is there a place where I can learn more about these modes and how they work?

I highly doubt that. I tested that theory a while back, here's the data https://docs.google.com/spreadsheets/d/1...M4Kfadpw9g . ~1.5% gain going from 30->25 fps on xenoblade.

If I understood the other people here right, whether a lower FPS rate helps or not depends whether the calculations which cause the bottleneck are also adjusted or not. So, if said part of the game is still being recalculated 30 times a second even when lowering the FPS to 25, that obviously won't help. And lowering the amount of these calculations may then again require severe modification of the game code. Which then again obviously is a dead end, right so far?
(01-20-2015, 11:29 PM)XorUnison Wrote: [ -> ]So I assume Metroid uses vsync interruptions then as it doesn't react to a change in CPU clock.


(01-19-2015, 03:29 PM)RachelB Wrote: [ -> ]
(01-19-2015, 08:03 AM)XorUnison Wrote: [ -> ]I was thinking along the lines of how Metroid for example can be played with 60 or 50 FPS, depending on the EuRGB60 setting. And the difference between those 2 modes was drastic for me, so naturally I assumed an even lesser FPS would help. Now in the meantime I also finally understood a little more about this, as I didn't really find the right information about that before I made the suggestion. So, is there a place where I can learn more about these modes and how they work?

I highly doubt that. I tested that theory a while back, here's the data https://docs.google.com/spreadsheets/d/1...M4Kfadpw9g . ~1.5% gain going from 30->25 fps on xenoblade.

If I understood the other people here right, whether a lower FPS rate helps or not depends whether the calculations which cause the bottleneck are also adjusted or not. So, if said part of the game is still being recalculated 30 times a second even when lowering the FPS to 25, that obviously won't help. And lowering the amount of these calculations may then again require severe modification of the game code. Which then again obviously is a dead end, right so far?

Basically, it saves rendering 5/10 frames per seconding, and nothing more. The game logic still runs at the same speed (hopefully; if not, you could set frame limit and achieve the same results). This is only one small part of the work that needs to be done, so it doesn't really help much.
I'd like to suggest one feature! It would be nice if there would be a "Reset Settings to Default" button. Sometimes, when I change around the settings and want to set them to Default, I easily
overlook some settings. So this would be very convenient, at least for me. I'd be glad if you could add this feature. Thank you!
What you can do is create a portable.txt file (an empty .txt file) in the folder with Dolphin.exe. This will cause it to not use the Global settings, and instead create a blank setup in the folder with Dolphin.exe.

Or you can just delete the Config folder in C:\Users\<user>\Documents\Dolphin Emulator