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Problem with Resident evil 4 Gamecube emulation on Galaxy s7 edge Mali T880. Vulkan crashes after game launching. Not working. But also enabled fog function doesnt working. The fog doesnt matter doesnt turning off.
With OGLES 3.2 work with equal 5 FPS. But the scene is fully foggy on screen as overlay.
The emulation speed is set to 7, if you set more or less, the frame rate is significantly reduced.
Using Dolphin emulator 5.0.5491 last build on today.
As I understand it, there are graphical bugs in the Mali GPU drivers that slowdown the emulation speed in dolphin and the Vulkan drivers for android aren't optimized yet.
(09-13-2017, 08:50 AM)LG Fanatic Wrote: [ -> ]As I understand it, there are graphical bugs in the Mali GPU drivers that slowdown the emulation speed in dolphin and the Vulkan drivers for android aren't optimized yet.

it so bad. I thing all waiting when fixed
(09-13-2017, 03:24 AM)Serghter Wrote: [ -> ]Problem with Resident evil 4 Gamecube emulation on Galaxy s7 edge Mali T880. Vulkan crashes after game launching. Not working. But also enabled fog function doesnt working. The fog doesnt matter doesnt turning off.
With OGLES 3.2 work with equal 5 FPS. But the scene is fully foggy on screen as overlay.
The emulation speed is set to 7, if you set more or less, the frame rate is significantly reduced.
Using Dolphin emulator 5.0.5491 last build on today.

I suspect the "fog" you're setting is actually the lack of dual-source blending on Mali.

IE it looks like this:
http://s2.jonnyh.net/pub/list/dolphin/master/RE4.png
instead of:
http://s2.jonnyh.net/pub/list/dolphin/fb-blend/RE4.png

Unfortunately, that's a driver limitation.
(09-14-2017, 12:30 AM)JonnyH Wrote: [ -> ]I suspect the "fog" you're setting is actually the lack of dual-source blending on Mali.

IE it looks like this:
http://s2.jonnyh.net/pub/list/dolphin/master/RE4.png
instead of:
http://s2.jonnyh.net/pub/list/dolphin/fb-blend/RE4.png

Unfortunately, that's a driver limitation.

Do you have Mali too?
I plan to buy a galaxy s8+ phone. What CPU and GPU would you recommend for Dolphin? Based on the Galaxy s8 exynos + Mali G71 or Snapdragon + Adreno? For RE4 and NFSMW or Carbon.
(09-14-2017, 01:08 AM)Serghter Wrote: [ -> ]Do you have Mali too?

No.

Currently dolphin uses an extension to implement dual-source blending that is not available on *any* mobile GPU (adreno, mali or PowerVR being the ones I can test). NVidia tegra does support this extension, but they don't really hit the "mobile" power budget (large tablets or set-top boxes only)

I have a work-in-progress PR that attempts to work around this, but it needs a lot of work, and even then it hits a number of driver bugs so it still doesn't work on some platforms (At least adreno fails)
(09-14-2017, 03:06 AM)JonnyH Wrote: [ -> ]No.

Currently dolphin uses an extension to implement dual-source blending that is not available on *any* mobile GPU (adreno, mali or PowerVR being the ones I can test). NVidia tegra does support this extension, but they don't really hit the "mobile" power budget (large tablets or set-top boxes only)

I have a work-in-progress PR that attempts to work around this, but it needs a lot of work, and even then it hits a number of driver bugs so it still doesn't work on some platforms (At least adreno fails)

Would there be any possibility of pushing part of the PR to enable it on devices that do work with the new implementation? (I.e. The ARM variant extension that I tested before works perfectly). This would fix the OP's issue since he uses Mali hardware.
(09-14-2017, 01:12 AM)Serghter Wrote: [ -> ]I plan to buy a galaxy s8+ phone. What CPU and GPU would you recommend for Dolphin? Based on the Galaxy s8 exynos + Mali G71 or Snapdragon + Adreno? For RE4 and NFSMW or Carbon.

For Dolphin, the Snapdragon version of the Galaxy S8 is better than the Enoxys version. No phone is truly good for Dolphin, though. For example, like JonnyH has been saying, every phone has the "fog" problem in Resident Evil 4. And there are many games that run too slowly on every phone.
(09-14-2017, 03:37 AM)Nintonito Wrote: [ -> ]Would there be any possibility of pushing part of the PR to enable it on devices that do work with the new implementation? (I.e. The ARM variant extension that I tested before works perfectly).  This would fix the OP's issue since he uses Mali hardware.

Currently there's outstanding work to update the PR since the ubershaders merge (and a number of other VideoBackend changes). I just haven't got round to it yet. I fully intend to do that work *soon* and try to merge it for platforms where it does work (IE non-adreno platforms, and have it available if qcomm fix their drivers/I figure out what "undefined behaviour" I'm relying on/whatever)
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