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Full Version: [Wii] Metroid: Other M
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felixthecat1970

Metroid other m finished 99% no problems so far (only hipcups on load new roms and rolling bombs -shader cache- but after ok no hipcups)
All ok with this configuration

Os windows 7 x64 basic
Dolphin x64 4.0 - 2566 svn
backends: OGL (ok all, sometimes lose smooth framerate maybe resent change on fullscreen exclusive fix with savestate...)
D3D (desync voice sometimes on cutscenes but smooth framerate)
IR 4x
Antiliasing 2x
OpenMp Cheked
Vbeam speed hack checked (performance)
Speed up Disc transfer cheked (performancee)
Enable progressive scan cheked (fix doble framerate)
Idle skipping * disable (enable cause audio problem noise and random low framerate)
Framelimit 60
vsync on (for tearing)
sound hle - xaudio (perfect)
Ps3 controller (x360 controller emulaator) all ok pointer, reload etc (if someone need i can upload my controller profile )

I upload a video capture a 60fps

http://blog.custompcmedia.com/metroid-other-m-hd-1080p/ (sorry spanish only)
i have this weird problem, when i get to the cutscenes everything is working, but then in some parts the game glithes and the only thing i can see is some parts of the characters or scenary standing still before it returns to normal, but by that time, most of the scene had been lost. i've tried a lot of things, including emulating format changes, but nothing works. if someone could help me, it would be really apreciated Smile
Try using OpenGL
(10-15-2014, 02:47 PM)JMC47 Wrote: [ -> ]Try using OpenGL

i tried but it didnt work, thanks for the advice anyway Wink
Never seen this glitch, so I can't honestly give you any better advice.

jellfished

I am having trouble with controls in Other M.

I used the config posted here: https://forums.dolphin-emu.org/Thread-tutorial-make-mettroid-other-m-full-playable-on-gamepad

even downloaded the profile but I cannot go into first person mode. Holding the triggers does nothing. Anyone have any suggestions what I can try? I can't pass the tutorial because of this.
Any idea what would be causing intermittent pausing? I know it pauses when you enter a new room but it acts like that a lot throughout the game for me. For example, when I drop a bomb(s) and they explode there's a pause. When I'm in a new room and an enemy appears there's a pause. Then it doesn't happen again until I go in/out again. It's like the first time you use some item in a room for the first time it needs to load it into memory like going into a new room. I can't find any recent settings for the recent builds but I think mine are pretty much defaults. I'm running a g3258 OC'd to 4.3 Ghz. 8GB DDR3 SDRAM 1600 Mhz, GTX 660. I've got it set to 2xIR, 4xAL, and 16xAR. It seems to run fine except for the somewhat constant pauses. I'm using a fairly recent build (within last couple of weeks). Any advice would be appreciated. Thanks.
That problem sounds like the usual problem of shader compilation taking a bunch of time every time you see a new graphical effect. The problem will go away once you've already seen most effects once (because the compiled shaders can be cached), but there isn't much else in Dolphin that can be done. If you really don't want to have this problem when playing, then you can try using Ishiiruka instead. It focuses more on performance than accuracy, and one of the major changes it has compared to Dolphin is the async shader compilation, which fixes the performance problem but might cause some graphical issues while shaders are being compiled instead.
Yeah, this game has massive shader cache stuttering.
KaptainKornhole do you have per pixel lightning enabled? Does it get better without?
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