![]() In 5.0-683 or newer, the game will crash randomly (though somewhat infrequently) with an invalid opcode due to GPU desynchronization caused by incorrect interrupt timings. Use OpenGL, Vulkan or disable Fast Depth Calculation to prevent this from happening. With D3D, the sky in Makna Forest is glitched, as the ocean texture from the above area is flickering through. Disable EFB Copies to Texture Only to fix this. When saving/loading game, screenshots next to a save file will not show correctly. Problems Missing Screenshots when Saving Game Enable Compile Shaders Before Starting to avoid this. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-4869, this problem can be solved by enabling ubershaders. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur. Shaders have to be generated though, 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. ![]() Modern computers and mobile 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 directly. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Xenoblade Chronicles is one of the most susceptible titles to shader compilation stuttering. To avoid this issue, you can simply disable Immediately Present XFB or Vsync in Dolphin. This is because the game uses an uncapped framerate during that specific screen. If Vsync is enabled and Immediately Present XFB is enabled, the "Reading Disc" screen that is shown while the game is starting will take a long time to finish. 2.1 Missing Screenshots when Saving GameĮmulation Information "Reading Disc" Screen Taking a Long Time.1.1 "Reading Disc" Screen Taking a Long Time.Minor stuttering when starting certain challenge stages but otherwise 100% speed, party games all run 100% smooth as well. Gameplay is smooth and have not faced any crashes or framerate drops with any combination of graphic settings (using both OpenGL and Direct3D) audio works fine as well with both HLE and LLE. Some minor stuttering at the beginning of a stage but otherwise 100% speed. No crashes observed with dualcore, but sound effects or background music occasionally stop playing with both LLE and HLE. ![]() Runs nearly perfect in party games, but dual-core crashing issue in the main game persists since Dolphin 3.5) (Most noticeable at "Go!", whenever all the CPUs boost.) Using HLE, audio stream is heavily improved during Monkey Races, compared to using either LLE level. There is a massive issue where if you are in the main menu or in the level select screen, you will encounter a giant Layer 2 background with scanlines, a white background, and a overlay of SEGA text. The audio is choppy, and changing the DSP to LLE instead of HLE (HLE gives better framerates but half of the time sounds won't play) makes the game much more unstable, but all of the sounds play, despite them sometimes being stuttered. Some examples are random crashes and reflective textures like on the switches make the framerate drop. Since the game is using the same engine as the first one, the emulation has the same exact results. No problems, perfect test, framerate slows minimally with high speed and doesn't affect gameplay This title has been tested on the environments listed below:Ĭrashes when cutscene starts or when at hollow However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Compatibility can be assumed to align with the indicated revisions.
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