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Ever since build #3853 appeared in pr-android, Mario Kart Wii isn't all bright and cheerful anymore (https://www.youtube.com/channel/UCXh9A3Qgj74rTgzj8SbeUrw).

NOTE: I only tested Mario Kart Fun in the video. I'm not sure if this issue also occurs in Mario Kart Wii as well.
Recently, while I was running F-Zero GX on my Nvidia Shield Android TV, I realized that the graphics were disappearing only when I use JIT ARM64 Recompiler and not when I use Cached Interpreter (https://www.youtube.com/watch?v=ogJAor4Q83s). It's not all that enjoyable due to the gameplay being slow, but at least I don't have to deal with disappearing roads and buildings.
(10-02-2015, 12:16 PM)ISuperMarioI Wrote: [ -> ]Recently, while I was running F-Zero GX on my Nvidia Shield Android TV, I realized that the graphics were disappearing only when I use JIT ARM64 Recompiler and not when I use Cached Interpreter (https://www.youtube.com/watch?v=ogJAor4Q83s). It's not all that enjoyable due to the gameplay being slow, but at least I don't have to deal with disappearing roads and buildings.

Fast Depth Calculation and "overclock" both cause flickering too.

I have also noticed that setting the Texture Cache Accuracy to Medium helps as well.
(10-02-2015, 01:03 PM)cruise871 Wrote: [ -> ]
(10-02-2015, 12:16 PM)ISuperMarioI Wrote: [ -> ]Recently, while I was running F-Zero GX on my Nvidia Shield Android TV, I realized that the graphics were disappearing only when I use JIT ARM64 Recompiler and not when I use Cached Interpreter (https://www.youtube.com/watch?v=ogJAor4Q83s). It's not all that enjoyable due to the gameplay being slow, but at least I don't have to deal with disappearing roads and buildings.

Fast Depth Calculation and "overclock" both cause flickering too.

I have also noticed that setting the Texture Cache Accuracy to Medium helps as well.

I disabled Fast Depth Calculation in the settings, but it doesn't make the problem go away. I also highly doubt that turning off "overclock" will fix the graphical issues because I had "overclock" set to "True" and, other than the FPS changing, doesn't do anything to the graphics.

Also, setting Texture Cache Accuracy to Medium or High doesn't help the situation in F-Zero GX. The only way to fix the graphical issues in F-Zero GX is to set the CPU Core to Cached Interpreter.
Thanks to whoever fixed the intro to Mario Kart: Double Dash!!, I can finally watch it without staring at a black screen, although it's lagging pretty badly if I set "overclock" to 0.62 (https://www.youtube.com/watch?v=Nno_6Gykv1A).

NOTE: The FPS on the top left still says 60 FPS, even if the intro is lagging. This didn't happen in the older builds as it would normally speed up the intro, but not in build #3909!
Just tested the latest build after a month break (Tony Hawk 3 for GC and Guilty Gear XX for Wii).

Over 600% FPS increase in TH3 (from sub 10 to 60+). Unknown increase in GGXX, as the game was running full speed, however completely gone slowdowns on load (during video playback).

Ace job guys.

Other than some general dips in FPS here and there, the lack of Wii controller support (or even emulated Classic one) makes it kinda hard to test Wii games. GGXX, for example, can only be started with GC controller by entering/quitting Wii menu, which acts like the "start" button..... Also because of that I can't really test any of the Wii controller only games (like Lego Star Wars).

Minor things notes:
Flipped D-Pad (already mentioned)
The save states don't work (no biggie)

Kinda wondering whether Dolphin team can port ppsspp's UI, or at least some very useful features like quick ui assigned to the right stick click.

Otherwise, yeah, good progress guys. Thank you for your work.
In pr-android, for whatever reason, phire's build fails to compile into an APK file (https://buildbot.dolphin-emu.org/builders/pr-android/builds/4083), but manages to compile into a 7z file in pr-win-x64 (https://buildbot.dolphin-emu.org/builders/pr-win-x64/builds/4085). I was hoping to test it out on my Nvidia Shield Android TV because the build phire was compiling has a lot of patches inside (especially patch #46); however, since it fails to compile in pr-android, I'm unable to test the build to see if the patches fix GC/Wii games.
(10-17-2015, 09:42 AM)ISuperMarioI Wrote: [ -> ]In pr-android, for whatever reason, phire's build fails to compile into an APK file (https://buildbot.dolphin-emu.org/builders/pr-android/builds/4083), but manages to compile into a 7z file in pr-win-x64 (https://buildbot.dolphin-emu.org/builders/pr-win-x64/builds/4085). I was hoping to test it out on my Nvidia Shield Android TV because the build phire was compiling has a lot of patches inside (especially patch #46); however, since it fails to compile in pr-android, I'm unable to test the build to see if the patches fix GC/Wii games.

PR 3163 isn't for fixing problems with games, it's an in-progress PR for making ubershaders to get rid of the shader compilation stuttering. If you would be able to try it out right now, you would get more graphics problems and worse performance.
(10-17-2015, 05:08 PM)JosJuice Wrote: [ -> ]
(10-17-2015, 09:42 AM)ISuperMarioI Wrote: [ -> ]In pr-android, for whatever reason, phire's build fails to compile into an APK file (https://buildbot.dolphin-emu.org/builders/pr-android/builds/4083), but manages to compile into a 7z file in pr-win-x64 (https://buildbot.dolphin-emu.org/builders/pr-win-x64/builds/4085). I was hoping to test it out on my Nvidia Shield Android TV because the build phire was compiling has a lot of patches inside (especially patch #46); however, since it fails to compile in pr-android, I'm unable to test the build to see if the patches fix GC/Wii games.

If you would be able to try it out right now, you would get more graphics problems and worse performance.

Are those issues occurring on Windows x64?
(10-18-2015, 02:39 AM)ISuperMarioI Wrote: [ -> ]
(10-17-2015, 05:08 PM)JosJuice Wrote: [ -> ]If you would be able to try it out right now, you would get more graphics problems and worse performance.

Are those issues occurring on Windows x64?

Yes.
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