


- #Dolphin emulator 5.0 how to use custom textures full
- #Dolphin emulator 5.0 how to use custom textures code
Spyro: Enter the Dragonfly running at 60 FPS By giving the GameCube/Wii more processor horsepower, Dolphin can now allow these games to run at their maximum possible framerate at all times. Depending on the CPU load, they will swap between 20, 30, and even 60 fps. Variable Framerate Games - Some games support variable framerates, such as The Sims series, Gauntlet Dark Legacy, Spyro the Dragon: Enter The Dragonfly, Crash Bandicoot: Wrath of Cortex, The Last Story and many others.By overriding the clockrate of the GameCube/Wii CPU, users can affect games in quite a few ways.

This is one of those nifty enhancements that has been talked about for a few months now. skidau got Toy Story 3 booting, meaning that only two titles remain before the trio has fallen.Ĥ.0-5024 - Support Overriding the Emulated CPU Clock by Fiora ¶ * The Disney Trio of MMU Destruction includes Toy Story 3, Cars 2, and Disney Infinity. The MMU performance improvements have also inspired magumagu to start work on a variety of large-scale, much-needed changes to unify and correct Dolphin's memory handling - which we hope may lead to the other two titles in the Disney Trio of MMU Destruction* to actually work. Mixed with the performance improvements from magumagu and skidau, some MMU titles are nearly twice as fast as just a month ago! The overall performance improvement of Fiora's "Faster MMU 2" was on the order of ~80% in the Rogue Squadron titles and significant amounts in other MMU titles. skidau started by fixing block linking to work in MMU mode, and then magumagu extended this by improving fastmem to support MMU too.įiora then painstakingly assembled roughly two dozen MMU-related patches, including optimized paired loads and stores, exception checking and TLB lookups while fixing a number of bugs that could cause random crashes in MMU titles.

#Dolphin emulator 5.0 how to use custom textures code
There were many changes revolving around two basic ideas: eliminate as much of the possible impact of the MMU on all code in the game that didn't actually use those features, and shorten the address translation code path, from memory loads and stores to their associated page table lookups, as much as possible.
#Dolphin emulator 5.0 how to use custom textures full
While there are quite a few MMU games, the goal was to get Rogue Squadron 2/3 near full speed on current hardware before it was playable. Regardless of all of her, and other developers, optimizations, MMU mode still remained a very demanding feature.ĭevelopers attacked the problem again over the past two months, with a goal of reducing MMU overhead as much as possible. So hold tight, and please enjoy this month's Notable Changes!Ĥ.0-4963 - Faster Memory Management Unit (Part 2) by Fiora ¶Ī few months ago Fiora as much as doubled the performance of MMU games through improvements like the "far code" cache, implementing paired loads/stores in MMU mode, and a few other tweaks. Thanks to a ton of work from the staff, tons of testing from the forum users, hardware tests, newcomers and veteran's alike, Star Wars Rogue Squadron II: Rogue Leader and Star Wars Rogue Squadron III: Rebel Strike are both playable and completable in Dolphin at long last.Ĭonsidering just how many big merges were changed and how much work was done that may not even be the biggest news of the month.
