(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*