Dolphin - Emulating Wii and Gamecube Games

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
 
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?
 
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?

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).
 
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.

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
 
You 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.
awesome, thanks. i will give it a try
 
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?

I have an FX6350 w/ a GTX970, and I can run just about every game @ a locked 60fps/1080p/4xAA/16xAF. Then again my 6350 is OCed to 4.9ghz, but even at stock it handled things pretty well.
 
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.
 
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).

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?
 
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.

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
 
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?

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.
 
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?

YvHg8d4.png

EDIT: How did I miss the new page?
 
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
What's your Dolphin build and settings and where exactly does it happen? Everywhere?
You might want to use D3D if you aren't already.

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
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

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.
 
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.

Oh, don't get me wrong, I'm totally fine with that. It's more curiosity than anything else at this point.

I always go get the latest dev build before each times I'm booting Dolphin, so stable release or not, I'll end up doing the same thing because it won't stop the train from progressing. :)
 
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

 
Got my Dualshock 4 working. Thanks!

Seem to be running Xenoblade at a locked 30. Though it sometimes dips to 20 for a second when I start a battle.
Sapphire 7950
i7 2600k @ 3.4GHz

4x Native Res
2x AA
16x AF
V-Sync On

Also I appear to have run the intro perfectly fine, but I did that before turning on v-sync. Will I be able to hold up this performance the entire game?
This game looks beautiful. Wii doesn't do it justice
 
out of curiosity i tried to set up the latest dev build on my PC to run project M with my usb gamecube controller adapter and got some pretty bad performance. i wasn't necessarily expecting 1080p60 locked with everything jacked up but it was extremely choppy even at 2x native.

my i7 960 is the oldest and slowest part of my PC but i was hoping that it'd still be fast enough. is it bottlenecking me or could it be something else?
 
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.
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?
 
Anyway to hotkey the screenshot function?
edit: nvm I found it
edit 2: anyway to map it to my controller? The hotkey thing doesn't seem to detect my controller. Where are screenshots saved, anyway?
 
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

First screen looks like it got Vaseline all over it.

Second screen is perrrrfect. Maybe I'm in the minority, but I love this DOF effect.
 
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.
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.
 
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?
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.
 
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?
 
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?
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.
 
Almost depressing how close that looks to MH3U. And much better than MH4. :lol

Fucking Capcom, man.

Well, MH3U is basically an up-res version of a Wii game (in terms of graphics, I mean). And MH4U is a 3DS exclusive, so it will not look as good as a full-fledged console game which, on top of that, has been rendered several times its native internal resolution.

So... yes? It's depressing, I guess?
 
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.
 
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.

Emulation is all about CPU performance. If you want the most out of Dolphin, gonna need to OC
 
I'm trying to hook up my wii remote but I'm having issues.

I try to sync it up in windows and while I can occationally get it to recognize it when I go to pair it, it asks for a code and if a press next the wii remote disapears.

Also, do I need to somehow connect my sensor bar to have it work properly?
 
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
 
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
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.
 
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?

turn off vsync and use borderless fullscreen. The borderless option is in the last graphics tab
 
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 :(
 
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?

Save states?

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 :(

Kingdom Hearts is the only series with 60FPS hacks that I know of. Google "(game name) 60FPS hack" and hope something comes up.
 
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 :(

It's possible, but only if you can track down the memory addresses in the original game that need to be adjusted. Just making dolphin run it at 60 fps will make the game run twice as fast. As for what happens to the game if you manage to get it running at 60 fps will be luck of the draw. It might run great, it might run twice as fast or it might break the game in other ways.
 
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.
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'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.
 
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.

The more I look at it the more I think I might prefer it. Rendering at a high res the enemies stick out because they're perfect clarity against a blurry background. I would love it Reshade could get depth access through Dolphin because then maybe we could implement a blurring DoF after the fact to counter the overly sharp one we see, but until then I think when I continue my playthrough it will use SSAA at native res.
 
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.

Oh wow, that's awesome. I've really wanted to work on a texture pack for Skyward Sword, and those features would have helped out a lot. I might try to start on that again.
 
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.

Whoa that's amazing! :D If someone ports the Super Mario Galaxy texture pack to the new format I suspect it will finally run lag-free!
 
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