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(04-23-2013, 10:27 AM)admin89 Wrote: [ -> ]
Quote:2.3 GHz intel core i7
No laptop can run SMG 1 & 2 full speed (except 3000$ gaming laptop with i7 extreme edition @ 4.0GHz or higher). If you use LLE , you will lose more FPS for compatibility
If you want full speed , you will have to build a desktop : i5 3570k/i7 3770k @ 4.2GHz , Z77 mobo , GTX 650 for 3x Internal Resolution or GTX 660 for 4xIR
You're right actually but when I disable the "Skip EFB access from CPU" (though needed to pull stars) option in SMG, it will run at 100% most of the time with LLE on a laptop (i7 3,4GHz IR2.5x).

EFB from CPU causes a lot slowdowns in many games on the best hardware you can get.
Without that option , how could you play game ? Disabling/re-enabling that option ingame is the pain in the ass
You have to use that option for Yoshi (his tongue need a target to jump up)
Super Mario Galaxy 2 with GTX 780 - i7 4770@4ghz

http://www.youtube.com/watch?v=55jI3JWnTJA

recorded @66fps 1920x1080 with SSAAx4

gameplay video, without fpslimiter i got around 130-200fps in this game

unspeakable_x

I am playing Super Mario Galaxy 2 and I am getting very different performance results Confused
i5-3570K 4.5GHz, Nvidia GTX660, Win7 x64, Dolphin 3.5-1691 x64


Especially with "Fire Mario" I can`t even get it to run smoothly with DSP-HLE, 1x and DX9/11/OpenGL (known issue?)
Despite "Fire Mario" it runs best with OpenGL instead of DX9/DX11 (shouldn`t DX9/DX11 not be faster?)

Any suggestions regarding OpenMP and some other settings? What about disabling fog?
I am also getting annoying slowdowns in more open galaxies like bowser stages or lava/ice-related stages Confused

What are the recommended settings for a system like mine? I think I should be able to play the game without slowdowns, if the settings are right...

k00lguy105

white/Black screen when entering 3rd galaxy for the first time after getting grand star, 3.5-367 x64, tried the settings to get past grand star which worked for first but not working to get into the 3rd galaxy, how do I fix this?
Try using the latest revision for starters (hint: it's not 3.5-367).

https://dolphin-emu.org/download

k00lguy105

I also have 3.5-1732 but it has lower FPS on SMG2 but I figured out that the cheats I had enabled were causing this problem, works great now.
(08-14-2013, 12:11 AM)Shonumi Wrote: [ -> ]Try using the latest revision for starters (hint: it's not 3.5-367).

https://dolphin-emu.org/download

ttamnedlog

What is it about DSP on thread that causes the game to freeze? That's a check-box I often like to have ticked, as it gives noticeable performance increases in other games when I have to use DSP LLE (including SMG1). EDIT: Actually, it doesn't always freeze. Sometimes the sound just cuts out entirely (music and sound effects), but I can continue to play just fine. One way or the other, DSP on thread causes something to go wrong.

System specs and Dolphin settings, if it is pertinent to the question:

i7 3930k OC'ed @ 4.2GHZ
GTX 680 2GB (also OC'ed, MSI Lightning factory OC)
Windows 7 Ultimate x64
Dolphin 3.5-1767 x64

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DSP on Dedicated Thread (formerly called LLE on Thread) is known to cause freezing in games that use the Zelda ucode (LoZ:WW, LoZ:TP, Mario Kart: Double Dash, Super Mario Sunshine, SMG1&2, and a handful of others) when using LLE audio. This is most likely due to how Nintendo made the ucode, and how Dolphin emulates the DSP on a separate thread (syncing issue maybe). DSP on Dedicated Thread is also known to cause a host of miscellaneous audio issues when using HLE audio (pops, crackles, beeps, various audio distortions, sometimes crashes too).

In short it is not recommended to use DSP on Dedicated Thread at all for any game when using HLE audio. HLE audio is fast enough, so this option won't speed up anything significantly, and it causes a number of issues. It is not recommended to use DSP on Dedicated Thread for Zelda ucode games when using LLE audio. Some games are more prone to freezing than others, apparently, but all Zelda ucode games are susceptible. Other non-Zelda ucode games (i.e. the vast majority of games) don't have issues with LLE audio and DSP on Dedicated Thread, not that I know of, so those will be fine.

Additionally, when you hear the audio dropping in this game under HLE, that's not because of DSP on Dedicated Thread: https://wiki.dolphin-emu.org/index.php?title=Super_Mario_Galaxy_2#Music_Cuts_Out Dolphin's HLE implementation of the Zelda ucode isn't as advanced or as complete as the AX ucode, so the handful of Zelda ucode games out there have various audio issues. The current solution is to use LLE audio. The code for the HLE implementation of the Zelda ucode will probably be rewritten eventually, but there's no date on that yet.

cyberheater

I'm in the Fluffy Bluff galaxy on Super Mario Galaxy 2 and get this error:-

back patch - failed to disassemble mov instruction. It's just as I get the cloud ability.

I'm running Dolphin 4.0 on a Intel Quad core i5 at 4Ghz with 8Gb memory and a nVidia GTX560. Any ideas?
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