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Dolphin emulator 5.0 lag counter
Dolphin emulator 5.0 lag counter




Previously D3D12 would malfunction on this stage of the game because it did not support perf queries. The shine "Scrubbing Sirena Beach" in Super Mario Sunshine is the only time Dolphin ever needs perf queries, and it's only used to tell how much of the paint covering the map has been cleared by the player. For years, this feature was only used by one game, for one single level. Performance Queries numerate the amount of rendered pixels. So, D3D12 lacking RealXFB rendered many titles unable to display in D3D12. It's also required if the CPU needs to see the data copied to XFB for various manipulations. Some games won't use the GPU at all for rendering various things, usually FMVs, meaning that RealXFB is required in some cases. One of the biggest hacks in Dolphin is that we can ignore all of that and simply display the Embedded Frame Buffer on screen with no real penalty in most games. The GameCube and Wii cannot output directly from the Embedded Frame Buffer (EFB), so it copies to main memory (External Frame Buffer in Dolphin,) and then outputs it to Video Interface. This was in anticipation of them hopefully being fixed before Dolphin 5.0, and thankfully stenzek pulled through with this huge batch of features for the young backend! When the D3D12 backend was originally merged to Dolphin, it was lacking quite a few features. (click for detail)Ĥ.0-9308 - Implement RealXFB, Bounding Box, and Perf Queries in D3D12 by stenzek ¶ With dithering implemented, the banding disappears and the fog is no longer suffering from banding. It turns out an AI built upon all we've learned about Melee in the past 15 years doesn't exactly feel fair to throw at the original AI. We want the highest possible compatibility for our releases, as they are a benchmark for the next wave of development builds until the next release!įor your viewing pleasure, we have a video of an AI being developed for Dolphin fighting its distant ancestor: the Level 9 AI. In order to prevent another debacle, all changes are being carefully checked over and tested before and after being merged. It shipped with several huge day one bugs that required 2 hotfix patches to become what people now see as Dolphin 4.0.2. This will likely be the last Progress Report before Dolphin 5.0 is released for one simple reason: we're running out of fixes and notable changes! From here on out, unless some huge bugs are discovered, all we're left with is a few minor regressions and prepwork for the release.įor those wondering why so much care is being taken into Dolphin 5.0's release, look back at Dolphin 4.0's release.






Dolphin emulator 5.0 lag counter