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Full Version: New Super Mario Bros BT Passthrough only works in Windowed Mode
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I'm glad one of those worked for you. OpenGL is slower than D3D on AMD GPU's but this game is very lightweight so you could simply use OpenGL for it and D3D or Vulkan for others.
Sure, but probably some bug or problem is involved here. So lets try to helps devs track this.

Lets wait for their opinions.
Any thoughts?
Anyone could check what described on post #1?

Updated info

Thanks
(01-22-2019, 11:10 PM)trihy Wrote: [ -> ]Anyone could check what described on post #1?

Updated info

Thanks

I did not test it with different backends or fullscreen/windowed switching, but here are my settings and results:

* Windows 10 64 bit 1809 version
* NVIDIA GT 1030 with the latest drivers
* Original Wii BT module WML-C43 soldered to ST LD1117V33 voltage regulator and USB cable according to the guide, connected to USB 3.0 (of my mobo)
* libusbk installed with zadig (2.3 or 2.4, shouldn't matter, since the libusbk version is the same in both)
* Dolphin version 5.0-9202
* Direct3D backend, Vsync on, full screen (exclusive) at game launch (to my experience D3D and vsync produces a fluent and microstutter-free result)
* NSMB PAL version

I have no problems launching the game and then connecting the controller by pressing any button on the controller. I tested with two controllers (one non-TR motion+ and one TR motion+), both connected fast and stayed connected and controller sounds were clear. No need to resync with this game or any other game.

I'm not at my computer this week so I can not test other settings at least right now. But for me, D3D and vsync works in full screen mode just as it should.


For me the most difference (with BT passthrough) compared to original Wii/vWii I've found is in Super Mario Galaxy 1/2 save game select screen, where I get irregular rumble and selection "flickering" on the "planets" even when I try to hold the cursor still. This might be related to the less-than-ideal IR leds on my wireless sensor bar, but still it feels as there are some lost packets somewhere. This should be discussed elsewhere, not related to your topic.

Just wanted to point out that BT passthrough with Wii BT module seems *almost* perfect. But considering what it does to the whole application-driver-hw-chain, I'm not surprised there are a lot of variation how it turns out. Could some of the problems even be motherboard/chipset related? *shrug*
Hi. Thanks for your testing.

When you have some time, please try other backends, always with fullscreen and vsync on.
Been playing many wii games lately and didnt find any problems besides nsmb.

I just tried again, vulkan vsync off, controller connect. Vsync on, wont connect till that screen. Really weird

About your IR problema, check ir light settings on wii menú and also on Dolphin settings, that could help if your ir bar is not that bad.
Did you find out anything else about this?
It’s bizarre that it happens with different gfx backends for different users.
Hi. couldnt find anythinng more. Waiting for dev feedback. Im pretty sure is not my build. Its windos, Dolphin or bt driver related.

Also sometimes when connect it wont respond to button press, like if bt is saturated or something like that. You are playing and wiimote Will stay connected but wont respond to button press for a few seconds. its imposible to play without the vsync of different backend trick.

in the meantime I ended 4 games without a single problema. Even played mario kart wii online. All perfect. Only problem is nsmb and zelda skyword.
(01-30-2019, 05:49 AM)trihy Wrote: [ -> ]Also sometimes when connect it wont respond to button press, like if bt is saturated or something like that. You are playing and wiimote Will stay connected but wont respond to button press for a few seconds. its imposible to play without the vsync of different backend trick.

That is exactly the problem I kept describing in the other thread, in addition to very noticeable input lag.

I was surprised to see that it doesn't happen with certain back-ends. With NSMBW and Skyward Sword both having been identified as "problem games" since the early days of BT passthrough, I'm equally surprised that nobody noticed, or at least reported before that it doesn't happen with all gfx back-ends.
Im not sure if this was always like that I think I used bt passthorugh fine on nsmb many years back. Im using bt passthrough since it was implemented. Probably something changed. Dont know really.

Also I dont think there are many users using bt pasthrough. And many of them uses other bt dongles.

Hope some dev will come with some ideas or help to figure out this. I think log is not possible using bt passthrough, so that makes things more complicated.

Also noticed that wiimote goes so bad out of sync that after some minutes, wiimote speaker wont output sound at all. This only on nsmb and ilike all the issues on this thread, ts completelly fixed disabling vsync.
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