Dolphin, the GameCube and Wii emulator - Forums

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notecec

(01-17-2016, 12:21 AM)YellowDart Wrote: [ -> ]Changing settings is unlikely to be of much benefit; when things don't work, it's usually due to the ARM JIT being less complete / accurate than the desktop version (especially on Shield, which runs the same graphics backend.)

One way to prove this is to see if a problem is reproducible with the Interpreter CPU core selected. This is much, much slower, though.

The most helpful thing for the devs is if you can grab the source code and disable JIT instructions individually (having them fallback to the interpreter) to identify which one is broken. If you're interested in doing that, the dev channel on IRC is a good place to start.

(btw, you should compress your games using the desktop version's built in compression function)

Thanks!
Unfortunately,changes re-killed support for Paper Mario,at least Super Paper Mario for Wii anyway won't run past the Bowser scene in the prologue due to apparently an invalid texture triggering a crash or maybe SIGSEGV.

And I really wanted to play that game again via Shield TV.
If only there was a branch copying the builds with a different app signature so we can install a second version with customizations that makes the most grand total of games work and has the most optimal performance from all builds.
Makes me wish an Android equivalent of Ishiiruka could be done with some of the extra functions since a handful can't work,but with the primary focus being the best performance with the most games working.
(01-18-2016, 05:43 AM)retroben Wrote: [ -> ]Unfortunately,changes re-killed support for Paper Mario,at least Super Paper Mario for Wii anyway won't run past the Bowser scene in the prologue due to apparently an invalid texture triggering a crash or maybe SIGSEGV.

And I really wanted to play that game again via Shield TV.
If only there was a branch copying the builds with a different app signature so we can install a second version with customizations that makes the most grand total of games work and has the most optimal performance from all builds.
Makes me wish an Android equivalent of Ishiiruka could be done with some of the extra functions since a handful can't work,but with the primary focus being the best performance with the most games working.

This isn't going to happen, for several reasons:

1) Performance and accuracy are frequently, although not always, mutually exclusive goals.

2) They are labeled development builds for a reason. The only expectation you should have is that one is created for every change made to the codebase. Regressions are extremely likely to happen, especially in the Android version, because...

3) There is roughly 1.5 developers working on the Android emulation core, and time is finite. Wouldn't you rather that developer(s) spend their time making the emulation core objectively better?

The project is open source, though; and the Android SDK is completely free. Why not pick them up and try to make your own Ishiiruka?
I hope that eventually that Dolphin can run faster in single core mode just for the kick of it.

I have found some neat codes for N64 games that make GLideN64's non-stored shader stuttering in Mupen64Plus AE disappear,and I was wondering,how do they work?
The code for each game defaults at 01 and cuts the real framerate in half on each increase while using 20 in hex as a value would mean less than a fraction of 1fps,it still runs at full speed when audio is not synced,and several conditions are lagless.
The result is non-existant load times and smooth framerates with no stuttering at all,but at the cost of minor audio desync and fluctuating fps between 27-30fps for games that run at that rate and all others lose a few frames at their fps.
I think what it is doing is setting the game rate to a low amount and running at the same internal rate with extreme slowdown if audio is synced but at a much greater rate at full speed with audio sync disabled.

If someone can look into it,I can post a game's code and someone can debug it to see what's going on.
Something great could be found if there is a way to simulate what the code does without using codes,but doing this for Dolphin on every game as an option would eliminate shader stuttering while also giving it non-existant load times for the price of minor audio desync.

It makes me wish the older PC versions of Dolphin had a more complete cheat search and an interactive memory viewer so I could have a chance at finding similar codes for a handful of Gamecube and Wii games.
I can't run newer ones because of a much too crappy PC. Sad

Edit: Could it be possible to change the behavior of running Gamecube and Wii games in a way that makes them behave like cartridges?
What does a cartridge do and what does a game disc do in comparison?
Just ordered a 500GB Shield TV.
How is the progress of Dolphin on Android going so far? is it at least worth to try playing Twilight Princess?
I've seen videos but they're from mid 2015 where it ran but kinda laggy like running on older dualcore notebooks.

I know there is a code with a speedhack that makes the game run faster, like at hyrule field,
Am I'm able to apply this code on the Android version?
(01-24-2016, 06:37 AM)nex86 Wrote: [ -> ]Just ordered a 500GB Shield TV.
How is the progress of Dolphin on Android going so far? is it at least worth to try playing Twilight Princess?
I've seen videos but they're from mid 2015 where it ran but kinda laggy like running on older dualcore notebooks.

I know there is a code with a speedhack that makes the game run faster, like at hyrule field,
Am I'm able to apply this code on the Android version?


There's now a built in option to "overclock" the cpu emulation. With it you can get almost full speed gameplay in some games, even heavy ones like RE4. *edited for correct info*
yea anything about twilight princess?
I have RE4 HD for PC and PS3 so I don't need to emulate it.
(01-24-2016, 06:46 AM)LG Fanatic Wrote: [ -> ]There's a new option to "overclock" the gpu emulation.  With it you can get almost full speed gameplay in a lot of games, even heavy ones like RE4.  The android version has come a long way and many games run great.

Nearly everything about this post is false.

-The overclock feature has been around nearly a year;
-It does not affect either the emulated or real GPU, but rather the emulated CPU;
-It does not get "almost" full speed in "a lot" of games; in *some* games, you can lighten the emulation load by effectively emulating a worse console; but you're just trading bad in-game performance for good emulated performance. In other words, you'll still only emulate 10 fps, just the game will think this is full speed.
-*some* games run great; most still need a lot of work. For example, the Twilight Princess speedhack currently has no way of being activated on Android.
(01-24-2016, 07:51 AM)YellowDart Wrote: [ -> ]Nearly everything about this post is false.

-The overclock feature has been around nearly a year;
-It does not affect either the emulated or real GPU, but rather the emulated CPU;
-It does not get "almost" full speed in "a lot" of games; in *some* games, you can lighten the emulation load by effectively emulating a worse console; but you're just trading bad in-game performance for good emulated performance. In other words, you'll still only emulate 10 fps, just the game will think this is full speed.
-*some* games run great; most still need a lot of work. For example, the Twilight Princess speedhack currently has no way of being activated on Android.

Whoops! Sorry about my unintended misinformation. Tongue I have a lot learn.
haha, nope, here YellowDart may be wrong, we support both, underclocking the CPU and the GPU. But of course, we can't overclock the real CPU nor GPU, we can only underclock the emulated ones. So some games will crash, or still run slower, ... It's mostly to fix the slowed down audio

Edit: @nez86: I did try ZTP right now, and I had 20 fps in the worst scene. So I guess it's almost playable. But don't try to get 1080p, the GPU isn't able to Wink
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