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An early question before the multithreadded shader generation hopefully gets OpenGL support,can we have an option to disable shader storage itself to avoid crash prone risks?

The problem is that I keep getting random crashes that seems to be related to shader storage.
When it starts crashing frequently I have to delete the cache manually and start over with it.
Before deletion when crashes started happening a lot,the Twilight Princess shader cache was 33MB.
Only after I delete it,does it stop crashing so frequently until enough builds up again.
WhackaBump.

I really wish Super Paper Mario could make it through the Bowser scene instead of reaching a memory crash.
I recently tried it on the Vulkan backend from the pr 3935 builds and it continues to happen on that one too,and I can't freakin' get Interpreter to work for some stupid reason to test on it,it just sits there on a black screen in both backends.

After all this time,it seems to be caused by problems in JitARM64 or another main component,so please somebody try to find and crush these issues.

Input mapping still needs to exist again,but at least the old version with mapping no longer crashes when attempting to map inputs.

Edit: WOW. Problem was caused by my setting being wrong due to changed name,thanks devs for doing that,LOL.

EFBToTextureEnable = False
BBoxEnable = True

Put these (or at least the bounding box setting) in a properly named ini and BAM! it finally works!

Edit 2: New problem,because of no choice to not use fullscreen in Android,how do I prevent the wiimote IR from staying onscreen using that older build to map inputs?
What's the text for making it always have the "hidden" button pressed when "NOT" hitting the specifically mapped key?

Edit 3: Also,would it be possible to map the Wiimote IR to cursor position on Android? If so,how do I apply that?
It doesn't need a specific device input,just the main Android names for the cursor positioning using any mouse and even now the Shield controller would work!
Most if not all Android devices respond to mouse input by making a functional cursor appear,so that should actually work.
Games that work well on the ShieldTV-
I'll add this to this thread cuzz it's ShieldTV. Here's a list of Games that work pretty well on ShieldTV (w/ notes). (5.0-129)
Game Cube-
Teenage Mutant Ninja Turtles: Mutant Melee - Tried a bit of it and it worked nicely. (Per Pixel Lighting On; Overclock 60%, WideScreenHack On)
Rampage: Total Destruction - Beat a bunch of levels and it's kick ass perfect. (Per Pixel Lighting On; Overclock 60%, WideScreenHack On)
Dragonball Z Budokai 2 - Works Great (Per Pixel Lighting On; Overclock 60%, WideScreenHack On)
Wario World - Played a few levels. Game kicks my ass, but working alright. (Per Pixel Lighting On; Overclock 60%, WideScreenHack On)
Wii-
Dragon Ball Z: Budokai Tenkaichi 3 - Works Great (Per Pixel Lighting On; Overclock 60%, WideScreenHack On, Emulated Gamecube Controller)
Mortal Kombat: Armageddon - Works pretty well at 20%; Slow down in split screen kombat kart. (Per Pixel Lighting On; Overclock 20%, WideScreenHack On, Emulated Gamecube Controller)
WiiWare-
World of Goo - Works nicely on the few levels I've played- classic game! (Per Pixel Lighting On; Overclock 60%, Dolphin Bar/ Wiimote)
Frogger Returns - Works great but Wiimote 2 on Dolphin Bar doesn't work correctly but works fine in any other game (Per Pixel Lighting On; Overclock 60%, Dolphin Bar/ Wiimote)
Contra ReBirth - Fun as hell. Beat the game on easy with no hiccups and only one slow-down during lotsa graphics. *Sometimes the second part of the 1st level didn't load and I didn't mess with a setting but it might be cuzz I launched the game from a launcher or if you don't die in the first part- probably something else though. I just tried that first part again and it worked fine. (Per Pixel Lighting On; Overclock 60%, Gecko Cheat On, don't disable multi-core like the wiki says to, Emulated Gamecube Controller)

*Please add the games that work the best to this list for the gaming ideas of others.
I've installed a recent build (from three days ago) and I've tested some games :

- Phantasy Star Online : It works now at full speed in 1080p with AA 2x
- MGS : Works almost perfectly in 1080p with AA 2x
- Starfox Adventure : finally playable, but the framerate still needs to improve.
- Crazy Taxi : Works almost perfectly in 1080p with AA 2x
- Beach Spikers : doesn't work at all
- F-Zero GX : doesn't work at all

I've also tested Super Mario Sunshine, Zelda WW and Zelda TP, they work as good as they were before the update.

you're all doing a very good work, dolphin is better than ever !
First,one sad thing is that Vulkan doesn't run any faster yet than OpenGL currently,I hope it can run much faster soon.
Then again,it doesn't have MultiThreadding as an option to enable yet in the PR builds.

The F-Zero GX issues listed on its wiki page...

https://wiki.dolphin-emu.org/index.php?title=F-Zero_GX

Try this setup I thought of with GFZE01.ini in the GameSettings directory.
Sorry if any of these fail to work,the names may have changed in newer builds or they were outright removed for some reason.
For the "Dual Core Resets" issue,the "SyncOnSkipIdle" option is better than "SyncGPU" because performance is faster and no constant stutters while still preventing certain issues.
This option also prevents Twilight Princess from freezing when various conditions trigger it from entering other areas and/or having new shaders generated.
Don't forget to make sure skip idle is also enabled.
Here's the option for the core section if you want to force it for the game itself-> SkipIdle = True

GFZE01.ini

[Core]
SyncOnSkipIdle = True
[Video_Hardware]
VSync = False
(09-08-2016, 01:01 PM)retroben Wrote: [ -> ]First,one sad thing is that Vulkan doesn't run any faster yet than OpenGL currently,I hope it can run much faster soon.
Then again,it doesn't have MultiThreadding as an option to enable yet in the PR builds.
I'm sorry, but this is the expected behavior on the shield. The shield is the only device with propper GPU drivers, so their OpenGL drivers are very fast. It's the same as the nvidia desktop driver, and just look through our hardware forum why they suggest you to buy a nvidia.

> SyncOnSkipIdle = True
This is enabled by default, so this line has no effect. It also doesn't help with the crash, but a slow CPU emulation does. So be happy about the slow Jitarm64 implementation here Wink Maybe we'll see some more performance optimizations here, which require us to use SyncGPU again. Bad luck, this may results in worse performance than now....

But for F-Zero, you miss the main config option (please don't start those gameinis from scratch, just copy the desktop one):
FPRF = True

This fixes a few very noticeable ingame effects.
Then why did Zelda TP go back to freezing until I added it manually to the game-specific config?
Using "SyncOnSkipIdle" made Zelda TP stop freezing.
Its harder to get the ini file when the suggested method for getting it is extracting a Windows build's folders and thumbing through the thousands of ini files in order to reach the one that matches the game/s.

Older versions likely didn't have that option enabled by default,so my outdated Dolphin.cfg is probably what did it normally,or I may have disabled Idle Skipping once though.

Forgot to think how bad JitARM64 can get compared to desktop Jit with other visual anomalies such as invisible food items in Brawl and more crashes with many games that work fine on desktop.
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