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*<b>Buffer</b>: At the bottom of the screen is the buffer option. Buffer is the amount of latency added to inputs. If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it. A simple formula that is accurate for most titles is <b>1 pad buffer per 15 ms</b> of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer. Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this. Sometimes poll more/less than others, which may result in the formula not working at all. | *<b>Buffer</b>: At the bottom of the screen is the buffer option. Buffer is the amount of latency added to inputs. If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it. A simple formula that is accurate for most titles is <b>1 pad buffer per 15 ms</b> of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer. Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this. Sometimes poll more/less than others, which may result in the formula not working at all. | ||
*<b> | *<b>No Save Data</b>: This setting is when you're playing a game that does not need save data and you do not need to record your progress. The netplay session will be entirely contained inside of itself, and will not permanently save any data. | ||
*<b>Load | *<b>Load Host's Save Data Only</b>: This setting loads the host's save for the netplay title, but will not save any progress. Can be useful when using stock saves on games like Super Smash Bros. Melee and Brawl. | ||
*<b>Sync Saves</b>: This synchronizes | *<b>Load and Write Host's Save Data</b>: This setting loads the host's save for the game, and will update the host's save as you progress. This setting is particularly useful for long-form game sessions. **Note**: Clients do not get their saves overwritten by this setting. Their local saves will be unaffected. | ||
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players. The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts. Note that it only synchronizes which codes are enabled, it will not transfer new codes between players. If this feature causes problems, it may be because the codes differ in each player's | *<b>Sync All Wii Saves</b>: This synchronizes all Wii Save Data instead of just the active title's save data for the netplay session. Useful if you're booting a romhack that uses different savedata than the actual file you're loading. Example: Project M uses a .elf, but loads savedata from the NAND under a different title name. | ||
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players. The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts. Note that it only synchronizes which codes are enabled, it will not transfer new codes between players. If this feature causes problems, it may be because the codes differ in each player's install of Dolphin. | |||
*<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution. This can be used if you have a desync caused by a setting that you cannot identify. | *<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution. This can be used if you have a desync caused by a setting that you cannot identify. | ||