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Progress Continues
We've already had 21502 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: February, March, and April 2024 Dolphin Progress Report. |
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m (Text replacement - "\<s\>(.*)\<\/s\>" to "{{s}}$1{{/s}}") |
(Divided the Shader Compilation Stuttering problems and the Black Bar, marking the black bar as fixed. Used what I wrote for the progress report to explain shader compilation stuttering.) |
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== Problems == | == Problems == | ||
=== Constant Wii Remote Disconnects === | === Constant Wii Remote Disconnects === | ||
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the wiimote is constantly disconnecting. Pressing | Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the wiimote is constantly disconnecting. Pressing a button on the Wii Remote will restore it, but it will disconnect again seconds later. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar. | ||
=== Shader | === Shader Compilation Stuttering === | ||
The ''Metroid Prime'' games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. But shaders have to be created, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for the ''Metroid Prime'' series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering. | |||
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time. | |||
=== Bloom Offset === | === Bloom Offset === | ||
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When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem. | When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem. | ||
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}} | {{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}} | ||
=== The Black Bar === | |||
During Shader Compilation, stuttering can become so severe that it desyncs the GPU and CPU threads in Dual Core mode. The game freaks out over this desync, creating a black bar at the bottom of the screen, which takes up 15% of the screen space and "squishes" the game in the remaining space. The black bar will remain there from then on whether stuttering continues or ceases. | |||
After {{revision|4.0-7517}}, enabling Virtual XFB or Real XFB will fix and/or prevent the problem. If XFB is disabled the problem may still occur. Details can be found in the [https://dolphin-emu.org/blog/2015/10/01/dolphin-progress-report-september-2015/#40-7517-derive-field-timings-from-video-interface-registers-by-booto September Progress Report]. | |||
{{image|MP3 NoSquish.jpg|Correct emulation}} | |||
{{image|MP3 Squish.jpg|Black bar with the squished image|br}} | |||
=== {{s}}Savestates{{/s}} === | === {{s}}Savestates{{/s}} === |