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(11-20-2021, 10:58 PM)MayImilae Wrote: Go to myuser/library/application support/dolphin/config, and delete/move Dolphin.ini.


It's just Apple didn't prioritise MSAA as much as other GPU designers, so allowed it to have a bigger performance hit in order to optimise other things. You're still keeping the core concept of a tiled renderer, deferring the fragment shader until you know which fragments don't get overdrawn and genuinely need bothering with, and the core concept of MSAA, not running the same fragment's fragment shader multiple times per pixel when it's the fragment responsible for several sampling points. I'd be careful with this phrasing - there's nothing inherent to tiled rendering that means you can't run up to n fragment shaders for nX MSAA by keeping n depth samples per pixel and the associated fragment shader inputs instead of just one.
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It worked on my MacBook Pro when I tried it just now, but I was also using the dumped DSP rom from my wii instead of the reverse engineered one that Dolphin comes with. Also I don't know why you couldn't get DSP LLE to work. I tried it with DSP HLE and it was just fine.

If you mean the GameCube IPL, you don't need DSP LLE for that anymore. Look forward to that improving in the future~Īs for DSP LLE, you don't know what you mean by boot screen exactly. MSAA is very expensive on true tiled-rendering GPUs like the M1, and since SSAA is technically MSAA+SSAA, you'll feel it there too.Īs for Rogue Squadron, some key MMU instructions are being handled by interpreter, so performance is going to be really challenging there. (11-16-2021, 05:07 PM)MayImilae Wrote: So the antialiasing thing is just due to how the M1 GPUs work.
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I see a lot of future M1 owners coming to Dolphin with the new models being out - the work on this software will be greatly appreciated and I feel like we're only seeing the beginning of great things. It does with Steam, so it could be done, even if Apple doesn't support it.Īnyway, it's impressive to see what can be done supporting a new platform in such a short period of time, with all of Apple's restrictions.
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Another issue I had is that I can't get my Xbox One controller to rumble in Dolphin as there's only SDL drivers as an option. I was so naive as to believe even a Raspi 4 could emulate the entire GC library. But yeah, I see all those videos of RL2 running nicely on yt and it makes me wonder what build and settings they are using and the hardware they're running Dolphin on. It does this on any setting, it's not even worse without any improved graphics. But the frame drops are far worse and render the game unplayable on the M1, while it's more of a nuisance on the PC. The regular game play is good at 60 fps on both the M1 and PC.
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Even on my PC with GTX1060/6GB and D3D back end the frame rate goes down during cockpit transistions, fade-to-blacks and cut scenes, causing ugly sound. That being said I find Rogue II doesn't seem to run well at all, at least in the current state of the emulator. Hybrid Ubershaders, Compile Before Start had to be enabled for the game to even start. In the article it said it runs "admirably", but I couldn't get it into a playable state. 16x Anisotropic filtering had no noticable impact on the performance with the M1. A bit of a bummer because 4x ssaa makes it look even better on my pc.
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It's funny, Mario runs at full speed at 4x resolution with or without UHD textures, but runs like crap at native with only the slightest amount of msaa.

Any kind of Anti Aliasing seriously kills performance. I've compared with my Windows machine running the same build and the black boxes aren't there using Vulkan back end. Doesn't seem to be an issue with the back end (so far Vulkan is the only option on Mac). They have a rectangular black box around them. I've played through a couple of levels and the only issue with graphics I had was the "M"-shaped portals that Mario enters from Delfino Plaza. Mario runs great, at full speed (but of course it's just the 25fps EU version). So having a boot screen is not an option as it doesn't go well with HLE. At least I couldn't get both games to even start, screen just goes black. I've used the 5.0-15476 Dev Build and tried Mario Sunshine (PAL) and Rogue Squadron II (US) using the internal WQXGA Display. I've been eager to test this since I've read the article on it. Thought I might share my brief experience with Dolphin on my 13" M1 MBP so far.
