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Is there any way to render in widescreen on android?

If not then can the image be stretched to fill the screen?

These would be very nice options to have for those with external gamepads

I imagine that its simply not possible due to how the emulator is handled since software rendering is always stretched.

Either way it would be nice to know - Thank you !
(01-12-2015, 01:12 PM)cruise871 Wrote: [ -> ]Is there any way to render in widescreen on android?

If not then can the image be stretched to fill the screen?

These would be very nice options to have for those with external gamepads

I imagine that its simply not possible due to how the emulator is handled since software rendering is always stretched.

Either way it would be nice to know - Thank you !
PC supports this.  However the feature hasn't been added to mobile yet.
I just added the feature locally.
Should be available when I push it to master.
(01-12-2015, 02:23 PM)Sonicadvance1 Wrote: [ -> ]I just added the feature locally.
Should be available when I push it to master.

Your the man Sonic
Looking forward to using this
How about adding a 0.5x Native (320x264) internal resolution option, would it eek out a bit more speed for Android users?
and a Linear or 2xSal fullscreen filter option to reduce jaggers if wanted.
The above resolution is comparable to n64,ss,psx and doesn't look so bad on a tablet,
the filter would upscale it back to 1x Native (640x528) without looking like a blocky / basic nearest neighbour upscale.
Rendering at 1x resolution doesn't impact performance really.
The bottlenecks on Mali and Adreno aren't the GPU's rendering performance, but the drivers. And the K1 can handle Dolphin at 1.5x or 2x depending on game.
So 0.5x rendering resolution isn't something I really care to add.
(01-20-2015, 06:58 AM)Sonicadvance1 Wrote: [ -> ]Rendering at 1x resolution doesn't impact performance really.
The bottlenecks on Mali and Adreno aren't the GPU's rendering performance, but the drivers. And the K1 can handle Dolphin at 1.5x or 2x depending on game.
So 0.5x rendering resolution isn't something I really care to add.

Not to mention running below GC res would be an adequate way to undercover hundreds of issues.  Wasn't aware the K1 could smoothly handle more than 1x.  
(01-20-2015, 07:45 AM)Nintonito Wrote: [ -> ]
(01-20-2015, 06:58 AM)Sonicadvance1 Wrote: [ -> ]Rendering at 1x resolution doesn't impact performance really.
The bottlenecks on Mali and Adreno aren't the GPU's rendering performance, but the drivers. And the K1 can handle Dolphin at 1.5x or 2x depending on game.
So 0.5x rendering resolution isn't something I really care to add.

Not to mention running below GC res would be an adequate way to undercover hundreds of issues.  Wasn't aware the K1 could smoothly handle more than 1x.  
The K1 is more powerful than you think Tongue Kepler architecture is very good. Maxwell architecture rocks. Still cpu bottleneck on mobile platform. Maybe the next revision of Cortex will be more powerful.(Not the A57, The future AXX)
(01-20-2015, 06:58 AM)Sonicadvance1 Wrote: [ -> ]Rendering at 1x resolution doesn't impact performance really.
The bottlenecks on Mali and Adreno aren't the GPU's rendering performance, but the drivers. And the K1 can handle Dolphin at 1.5x or 2x depending on game.
So 0.5x rendering resolution isn't something I really care to add.

How Gpu on Jetson platform have reserved memory ? On Nvidia Shield Tablet, we have only 224 MB which is a bottleneck on certain games. Dolphin have a large memory footprint and 3 GB is necessary actually(2 GB on Jetson platform). We can work on it for reduce memory impact.
The Nvidia video drivers don't reserve any memory for the device. Smart UMA systems allocate memory as they need it without reserving space.
A lot of older IMGTec devices grabbed a large chunk of memory upon initialization which other things couldn't touch, even if the GPU wasn't using much of that reserved space at all.
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