Ouch, really? That's slightly upsetting :/ it is a HTPC primarily I guess thoughThat's a fairly low level system the CPU will be your biggest problem GPU will probably push several times IR fairly easily. I honestly don't know if it'll play Mario Galaxy.
And Bayonetta?
So how do I configure my dualshock 4 on the emulator? Using DS4Windows and I only see options for the Gamecube controller and Wiimote in the options. I don't see classic controller. Help?
There appears to be no stable release on the horizon, so it makes sense to just promote the latest dev builds at this point. Compared to the latest dev builds 4.02 is much slower and less compatible.
awesome, thanks. i will give it a tryYou already can... sorta. You need to first save a controller profile in the Wiimote configuration. You then have to edit the individual game settings (~/Dolphin/Sys/GameSettings) and add a block named "[Controls]" (without ""). Then, you add the individual controller profiles that you want to load automagically with either "WiimoteProfile1 = xxx" or "PadProfile1 = yyy" for Wiimote+Accessories or GameCube controllers respectively.
For example, the configuration for Xenoblade could be:
Code:[Controls] WiimoteProfile1 = Xenoblade
Theoretically, that would load that specific profile when you load the game. I remember trying it with Xenoblade and Twilight Princess and it worked pretty well.
Huh. Well, that's a good data point. I have a 660ti and an AMD FX6300, and it just can't cut the mustard.
If linux isn't the issue, I wonder if I need a special AMD CPU-centric build?
Ouch, really? That's slightly upsetting :/ it is a HTPC primarily I guess though
Wiimote > extensions > classic controller > configure. And it's best if you have your DS4 hooked up via DS4Windows or something (which you probably already have).
Is there an easy way to import save files? I have a 30 hour + Xenoblade save on my Wii and want to start playing on the PC without starting over.
I don't see anything that says extensions under the controllers option?
While we're on this subject. Is there a generally agreed upon layout of how the Wiimote buttons should be mapped out on a regular controller?
SD Card shove it into the wii.
Go to data management -> click save file -> copy to SD Card
Yank that SD card out
Shove it into a PC and open dolphin and import save
Under controllers, are you selecting Emulated Wiimote? Then configure, then in the bottom-right-ish, you'll see Extension, and you can pick from a list of things, e.g. nunchuk, classic controller, etc. Then configure again.
And the Wiimote? It depends on the game. For a 2D platformer, I'd personally bind d-pad accordingly, with 2/1 for A/X on a 360 controller, etc. But different games are different. Whatever feels comfortable for you.
Thanks!
Maybe I should just dig out my real WIimote and use that :lol
Anyway to play in fullscreen?
I don't see anything that says extensions under the controllers option?
While we're on this subject. Is there a generally agreed upon layout of how the Wiimote buttons should be mapped out on a regular controller?
What's your Dolphin build and settings and where exactly does it happen? Everywhere?I've been trying to play Super Mario Galaxy 2 on dolphin and have been running into a little bit of a performance problem. For the most part the game runs locked at 60fps, but every 5-15 secs the game momentarily freezes or hiccups. This happens even if I'm not doing anything...like literally I can stand in one spot and put the controller down.
Any thoughts on settings adjustments I could make to address this?
For reference my specs are
4670K OC'd to 4.4ghz
7950 slightly OCd
8gb RAM
Running Dolphin at 1080p fullscreen with 3x Internal Resolution and 4x AA
It's closer than ever now though. The reasons why it is 'delayed' (really, they can release it whenever they want) is because of things like new Zelda HLE and zfreeze. I believe they were discussing whether they wanted a working (but temporary hacky) fix for release or not.I remember a dev on Dolphin's forum saying that they were really close to something but that's like 6 months ago, sounds like they found more fixes that needed to be done.
It all makes sense anyway, the latest stable build is more than a year old. :lol
I remember a dev on Dolphin's forum saying that they were really close to something but that's like 6 months ago, sounds like they found more fixes that needed to be done.
It all makes sense anyway, the latest stable build is more than a year old. :lol
The main issue is that they continuously have devs rewriting important portions of the emulator since the last revision, and they haven't slowed down. I don't think they want to slow the progress down just to release a stable version which will almost immediately become obsolete. Just recommending the latest dev version is probably the best solution at the moment.
When you say the G3258 should run most games fine, are you referring to which setting on Dolphin? Native internal resolution or 2/3/4x? With or without AA?Depends on the games you're trying to emulate. Some are easy to emulate while others are more demanding. Generally an (overclocked) G3258 should play most games fine and an (overclocked) i5 4690K will perform about 20% better than the G3258 at the same clocks.
Thoughts?
I'd love to hear some peoples thoughts.
What do you think looks best for Skyward Sword? Native res + 9xSSAA or Auto (integer) + AA.
Anyone who's played know that when rendered at high resolution the DoF effect ends up looking cross hatchy and very sharp in contention with the original intended look that was covered up by a low resolution.
Rendering at Native res + SSAA gives you a much softer look, but also smooths out the DoF closer to what the original effect looked like. At the same time, rendering at a high res with AA looks great in it's own right, just different. Less accurate it feels.
Thoughts?
Click for full size
Right. I honestly don't even see the point of adapting the development procedure to some arbitrary "stable" version numbers if that means more work. The master branch is kept clean and stable as is (the Dolphin developers do that really well, FifoCl will improve that further), so with daily builds of that already available it would be better to identify major additions and just attach a version number increase to the affected builds. Don't know, if they plan to do that, but imo that would both reflect and support their current approach best.The main issue is that they continuously have devs rewriting important portions of the emulator since the last revision, and they haven't slowed down. I don't think they want to slow the progress down just to release a stable version which will almost immediately become obsolete. Just recommending the latest dev version is probably the best solution at the moment.
Any. You can easily run high IRs with a capable GPU. Adding AA on top of (a high IR) that might slow you down if your GPU can't handle it.When you say the G3258 should run most games fine, are you referring to which setting on Dolphin? Native internal resolution or 2/3/4x? With or without AA?
Almost depressing how close that looks to MH3U. And much better than MH4. :lolSo far MH3 runs perfectly. Constant 30fps through my playtime so far.
looks great too!
![]()
Emulating RS is pretty demanding, especially with LLE.Performance for my system isn't too great. Running an FX8350 and a GTX 570. Tried playing Rogue Squadron II after I heard that zfreeze was finally solved, ripped my old disc to my PC and booted it up, but the audio was... bad, and the framerate fluctuates wildly. Running it on IR 1x, with LLE sound, and D3D backend.
Thinking of upgrading my rig to a i5-4590 and R9 290. Would that help at all?
Almost depressing how close that looks to MH3U. And much better than MH4. :lol
Fucking Capcom, man.
Emulating RS is pretty demanding, especially with LLE.
The 4590 is faster at single-threaded operations than your FX8350 and according to our benchmarks you should expect a significant performance boost. I would recommend you consider an overclockable CPU. Something like the 4690K so that you can overclock it when you need it. Your current GPU is fine for Dolphin really. Push all your upgrade money on the CPU and a decent cooler unless you need a better GPU for your PC games.
Thanks for the advice. I did think about the 4690K, but I honestly don't see myself overclocking that much. Glad to know that my 570 is good enough still, but a R9 290 would be nice for GTA V.
Yes it can, hit Alt+F5 to reconnect the Wii remote. This happens to real Wii remotes even though they don't turn off when connected to your PC.Can the emulated Wiimote turn off if the game is left idle for too long? I was gone for a few minutes and when I came back I wasn't able to do anything so I had to restart the game :x
Hey guys, Xenoblade is running great except 1 thing:
Whenever I turn vsync on it won't get past the disc loading in the beginning. Really sucks because the tearing on my monitor is always terrible without it.
Any recommendations/fixes?
Hey guys, Xenoblade is running great except 1 thing:
Whenever I turn vsync on it won't get past the disc loading in the beginning. Really sucks because the tearing on my monitor is always terrible without it.
Any recommendations/fixes?
So is it not possible to unlock the frame rate of games that originally ran at 30? I don't know if I'd even be able to run them at 60 but it'd still be nice to know![]()
So is it not possible to unlock the frame rate of games that originally ran at 30? I don't know if I'd even be able to run them at 60 but it'd still be nice to know![]()
Advantages of the new format include:
- Paletted textures are now only dumped once, and once retextured, load up correctly everywhere in the game!
- Textures can be dumped with ANY Texture Cache accuracy setting, and are are always compatible with every Texture Cache accuracy!
- No Game ID in the texture name! When converting the pack for another region, you only need to rename the texture folder.
- The dimensions of the original texture are now in the file name so there is a permanent reference for your custom texture.
- If a texture requires mipmaps, the dimensions will be followed with an "m" flag.
I played at 4x internal res, but I think the first screen looks better. The DoF is beautiful, and not much is lost by the softer visuals. It's meant to have a kind of painterly, dreamy look anyway. It's really a matter of preference and either way it's a good looking game.I'd love to hear some peoples thoughts.
What do you think looks best for Skyward Sword? Native res + 9xSSAA or Auto (integer) + AA.
Anyone who's played know that when rendered at high resolution the DoF effect ends up looking cross hatchy and very sharp in contention with the original intended look that was covered up by a low resolution.
Rendering at Native res + SSAA gives you a much softer look, but also smooths out the DoF closer to what the original effect looked like. At the same time, rendering at a high res with AA looks great in it's own right, just different. Less accurate it feels.
Thoughts?
Click for full size
I played at 4x internal res, but I think the first screen looks better. The DoF is beautiful, and not much is lost by the softer visuals. It's meant to have a kind of painterly, dreamy look anyway. It's really a matter of preference and either way it's a good looking game.
Heads-up to all retexturers. A new custom texture format has been introduced as of 4.0-5234 and it solves a lot of the initial problems with the old format and also brings a bunch of new features. Read more about it here.
Heads-up to all retexturers. A new custom texture format has been introduced as of 4.0-5234 and it solves a lot of the initial problems with the old format and also brings a bunch of new features. Read more about it here.