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Full Version: [Wii] Tales of Symphonia: Dawn of the New World
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Yeah, Cache Display Lists has been known to crash many games (often at repeatable locations or instances). I keep it disable permanently; the speed-up is probably minimal to begin with.

EDIT: Late night ninja'd
Thank you both for the fast replies you guys are awesome! Looking at the picture I've provided, could my settings use further tweaking? Or do they look ok for my system?

gtx 560 ti, i7 2700k, win 7 64bit

http://i.imgur.com/1bpjKPc.jpg

So far my games run at full speed 90% of the time, however I love experimenting any suggestions you guys have would be great!
Well, some hints:

* Use the Direct3D9 backend
* Enable Idle Skipping
* Uncheck Force Texture Filtering (can cause graphical glitches)
* Uncheck "Disable Fog" (can cause graphical glitches too)
Other stuff:

Set Anisotropic Filtering to 16x, modern GPUs don't break a sweat with max AF on. You could enable Skip EFB Access from CPU. It seldom interferes with the graphical quality, but the speed up is questionable at best. Setting your Framelimit to Audio is more accurate, though it might not make a lot of difference to you.
Quote:Setting your Framelimit to Audio is more accurate, though it might not make a lot of difference to you.
I'm pretty sure that it automatically prioritizes audio over anything else when it's set to auto.
I was under the assumption that "Auto" tries to figure out the framelimit automatically e.g. 25/50, 30/60, etc. This is useful for games that switch between maximum FPS. "Audio" strictly limits the FPS to the speed at which the game can process audio, which happens to switch the FPS automatically as well. "Auto" messes up on a few games where Dolphin can't seem to work out the correct FPS for the game.

Looking through the code, audio throttling is only applied when Audio is set as the framelimit (when SConfig::GetInstance().m_Framelimit equals 2, AudioCommon.cpp); I can't find an instance where Dolphin changes this variable from 1 (e.g. Auto) to 2 unless it takes that value from Dolphin's configuration. But then maybe I'm not looking carefully enough.

Lunarsilkdragon

(02-01-2013, 12:01 PM)SoL1D Wrote: [ -> ]Is anyone else having trouble playing with the newer versions of the emu? I'm using Dolphin 3.5.336 64bit and I keep crashing right after the inn part where you have to go to the middle of the town. These are my specs: gtx 560 ti, i7 2700k, win 7 64bit. I've tried using dx11/dx9 and opengl with various settings and they all seem to crash at this specific place.

http://i.imgur.com/BAEDZXa.jpg

Right when you exit to the bottom left. I always get a "Dolphin.exe has stopped working."

Any suggestions?
My game crashed at that point too when I was using Direct3D11, but when I switched to OpenGL, it stopped crashing. As far as I know, I didn't have Cache Display Lists activated on any of those render options.

I have a question of my own. As far as I can tell, you don't really need the the IR or the "pointer" in this game, but it's still there right in the middle of the screen. It's pretty annoying. Is there anyway to remove it or hide it?
And do any of you have any general recommendations on how to map the controls for this game? I'm using a Xbox 360 game-pad.

Oh, and this was my first post on the forum, so I'd like to take this opportunity to say hi to you all! Hi!

predator50

Hello Guy!

Can anyone post their controller settings for this game including nunchucks. I was first playing tales of symphonia GC and had no porblems after i beat the game twice, I moved to another title the dawn of the new world and had encountered multiple problem. First one is the skits after few minutes of research i was able to find that option, then the second one is during battle i was unable to move so i stop playing and did some research but i only found settings using keyboard. Please help me I really love Tales of Series game. Thanks

playerttt

I used Dolphin-win-x86-v3.5-367 and use Emulated Wimote default controller but when I play just run to Start game screen and stop, Why ?
Have you setup the buttons for the emulated WiiMote? If so, can we see the config screen?
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