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In this video you will see how to play faster dolphin emulator on Android First go to your file manager and go to dolphin emu Then click config Then click Dolphin.ini And type over lock= 0.250000. Dolphin has two performance related configuration windows: Dolphin configuration and Graphics settings, in addition to applying settings per game via their GameINI. Dolphin is a very demanding program, so configuring Dolphin the right way is very important to run titles smoothly. WinRar or similar software to decompress Dolphin development versions and downloaded games) If you’re not sure with what you have, please go to Dolphin.org. Run Dolphin Click Graphics Fill each tab with these values: General Tab. Backend: Direct3D 11; Adapter: Intel HD Graphics Aspect Ratio: Stretch to window; Show FPS: Yes. So the Android Dolphin emulator's game.ini controller syntax does not follow the official rules: I'm trying to map multiple buttons to the same Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts. 🐬 Dolphin Browser is the best internet explorer browser for Android with fast loading speed, HTML5 video player, AdBlocker, tab bar, sidebars, incognito browsing and flash player. Once users experience the fast, smart and personal Web of Dolphin, regular Mobile Internet feels like torture. πŸ†πŸ†πŸ†πŸ†πŸ† Best Mobile Web Browser on Android Market πŸ‘πŸ‘πŸ‘πŸ‘πŸ‘ Over 150,000,000.

Eternal Darkness: Sanity's Requiem

Developer(s)Silicon Knights
Publisher(s)Nintendo
Platform(s)GameCube
Release date(s)NA June 23, 2002
JP October 25, 2002
EU November 1, 2002
AUS November 7, 2002
KO February 14, 2003
Genre(s)Horror, Survival horror
Mode(s)Single-player
Input methodsGameCube Controller
Compatibility4
Playable
GameIDsGEDP01, GEDE01, GEDJ01, GEDW01
See also..

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Eternal Darkness: Sanity's Requiem (aka Eternal Darkness: Manukareta 13-nin in Japan) is a mature, third-person horror adventure from the makers of the original Legacy of Kain. Featuring 12 playable characters throughout history, including a Roman Centurion and a priest during the period of Inquisition, the story follows Alexandra Roivas, a young, beautiful woman whose grandfather's body has just been found in his dark and moody mansion, bloodied and torn apart, his head missing. When she learns that the local police have been unable to uncover any clues regarding the obvious murder, she decides to take matters into her own hands. It's when she arrives at her deceased relative's mansion to investigate that the tale of Eternal Darkness truly begins.

  • 1Emulation Information
  • 2Problems
  • 3Enhancemetns
  • 4Configuration

Emulation Information

16:9

Eternal Darkness: Sanity's Requiem has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to 'Auto'. Using the widescreen hack with this title is not recommended.

Problems

Green / Purple Transitions

Before and after a chapter, the screen momentarily turns green or purple. Prior to Hybrid XFB in 5.0-5874 turn on Real XFB or after disable 'Store XFB Copies to Texture Only' to avoid this.

Aspect Ratio Distortion

While pausing the game, the aspect ratio can momentarily stretch to each side with default settings, causing a distorted image. Disabling Dual Core corrects this. See issue 10801.

Hang Post Initial Quote

Settings

Since 5.0-69, Dolphin will hang in Dualcore and SyncGPU modes when the Edgar Allen Poe quote displays. Refer issue 9706. Use Deterministic GPU or Single Core to avoid the issue. Deterministic GPU is now set by default as of 5.0-4788.

Enhancemetns

Blurry Distant Textures

Since 5.0-5745, textures in Eternal Darkness: Sanity's Requiem will appear blurry in the distance at internal resolutions above native, due to false positives in Arbitrary Mipmap Detection. Since 5.0-8296, this setting can be disabled to work around the issue. However, if any 'mip trick' effects are used by the game, they will not work correctly.

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In prior versions, the only workaround is to enable GPU Texture Decoding.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed. Download windows server r2 iso.

General

ConfigSettingNotes
Enable Dual CoreOffSolves aspect ratio glitches when pausing

Graphics

ConfigSettingNotes
Store XFB Copies to Texture OnlyOffAvoid purple transitions

Version Compatibility

The graph below charts the compatibility with Eternal Darkness: Sanity's Requiem since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-13178(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

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Test Entries
Revision OS Version CPU GPU Result Tester
r6495Windows 7Intel Core i7-960ATI Radeon HD 5870Hangs after initial quote /w DX9,11 and JIT/JITIL
r7128Windows XPAMD Athlon II x2 215 @ 3.45GHzNVIDIA GeForce 7025Game completed (green part) - with 35-55FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound.
r7283Windows 7Intel Core 2 Duo E4500ATI Radeon HD 4760Game runs beautifully! I was using the experimental JITIL compiler. All graphics render properly and the game produced little to no lag at max video settings. The only issue i had was when the piano/organ/ maid character sounds played, they would continue to play until you reloaded the game or a new scene was played.
r7411Windows XPIntel Atom N270 @ 1.6GHzIntel GMA 945Playable 10-13FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance.LORPAL
3.0-415Windows 7Intel Core i7-2600KNVIDIA GeForce 570 GTXCutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings.
3.0-636Windows 7Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cutscene.
3.0-735Windows 7Intel Core i5 @ 2.6GHzAMD Radeon HD 6850Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audiopostorganic
3.0-765Windows 7AMD Phenom II X4 965 @ 3.4GHzAMD Radeon HD 5870Runs fine, 60FPS. Menus work fine, DirectX 9/11/OpenGL all fine, 3x native, 9xSSAA, LLE Audio, Had to disable custom projection hack otherwise inventory objects were partially invisible (behind menu background)JoeCool
3.5-80Windows 7Intel Core i7 @ 4.5GHzNVIDIA GeForce GTX 670Some difficulties with dialogues not appearing in DirectX but OpenGL works great. Minor audio skips very occasionally. Flawless full speed at 4x native, 8x AA, 4x AFslickochet
3.5-1389Windows 7AMD Athlon X2 II @ 3.4GHzNVIDIA GeForce 8800 GTEmulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x AnisotropicsTsarchasm
4.0Windows 7AMD Phenom X3 8650 @ 2.3GHzNVIDIA GeForce 9800 GTMost of the game runs at a full 60FPS with almost no graphical issue. However, any on-screen enemies will result in slowdowns, audio during cutscenes lags and cuts a lot, and transitions between chapters cause a momentary green screen. Graphic settings is OpenGL, 1x native, 0x AA, and 1x AF; audio settings is DSP LLE.
4.0.2Windows 7Intel Core i5-4670K @ 4GHzNVIDIA GeForce GTX 780 TiPretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE.Darthgamer138
4.0.2Windows 7Intel Core i5-4570 @ 3.2GHzNVIDIA GeForce GTX 550 TiPerformance was perfect -- no lag during normal gameplay, battles, or cutscenes. There is a bit of a 'green tint' whenever a chapter ends, but otherwise no noticeable graphical flaws. Settings are Direct3D11, 2x native, 0xAA, 1xAF, JIT recompiler, and DSP HLE.
4.0-3482Windows 7 UltimateIntel Core i7-4710MQNVIDIA GeForce GTX 860MPerfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as isAndy
4.0-3482Windows 7Intel Core i7-4710MQNVIDIA GeForce GTX 860MPerfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as isAndy
4.0-3917Windows 8.1AMD FX 8320 @ 3.5GHzNVIDIA GeForce GTX 760Usually runs at a solid 60FPS. Needed to add projection hack to the .ini file (I did locally and the game's one) to see the menu screen and some pause menu items 'ProjectionHack = 1 PH_SZNear = 0 PH_SZFar = 0 PH_ExtraParam = 0 PH_ZNear = 5 PH_ZFar = 0.15' YOU NEED THISMatt
4.0-5432Windows 8.1Intel Core i7-4770K @ 3.5GHzAMD Radeon R9-290Runs at solid 60FPS. Occasional clicking/popping in the sound when cut scenes start. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: D3D, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 8xAA16, 16xAF, DSP LLEScythe42
5.0-rc-19Windows 10Intel Core i7-920 @ 2.66GHzNVIDIA GeForce 8800 GTRuns at solid 60FPS with Virtual XFB. Occasional clicking/popping in the sound when cut scenes start and very minor stutter as new textures/effects are loaded for the first time. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: OpenGL, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 16xAF, Enable Bounding Box, Disable Fast Depth Calculation, Enable Progressive ScanNicholas Steel
4.0-8863Windows 10Intel Core i7-3630QM @ 2.4GHzNVIDIA GeForce GT 635MConstant 60FPS, using default settingsmbc07
5.0-286Windows 7Intel Core i7-5930k @ 3.5GHzNVIDIA GeForce GTX 970By default hangs after intro poem with 0FPS, (a know issue since 5.0-69 see issue 9706); was able to get it to run again by going into game properties and unchecking 'Enable Dual Core' or alternatively setting Deterministic Dual Core to 'fake-completion'; haven't check past loading for side-effects.Kepp
5.0-6157Windows 10Intel Core i3-3220 @ 3.3GHzNVIDIA GeForce GTX 1060Tested on OpenGL. Needs XFB to RAM for transitions. Whenever you pause the game, there's a bug where the aspect ratio shifts slightly causing some distortion to the image with default settings; playing in Single Core solves this, or using Crop in Dolphin makes it less noticeable. I had terrible screen tearing in exclusive fullscreen without V-Sync, and some particularly bad stuttering without Hybrid Ubershaders. With XFB to RAM, Crop, V-Sync, and Hybrid Ubershaders all enabled, the experience was nearly perfect minus the aspect ratio shifts. The issue with Lindsey disappearing when under vines did not occur for me. Able to complete the entire game.Xerxes

Gameplay Videos


Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Eternal_Darkness:_Sanity%27s_Requiem&oldid=174133'

Dolphin has two performance related configuration windows: Dolphin configuration and Graphics settings, in addition to applying settings per game via their GameINI. Dolphin is a very demanding program, so configuring Dolphin the right way is very important to run titles smoothly.

  • 2Dolphin Configuration
  • 3Graphics Settings

System Requirements

Dolphin Ini Android Settings Pc

Every game has different requirements, some titles may require a powerful computer while some other titles may not. Generally, these are the minimum recommended requirements for Dolphin.

  • OS: 64-bit edition of Windows (7 SP1 or higher), Linux, or macOS (10.10 Yosemite or higher). Windows Vista SP2 and unix-like systems other than Linux are not officially supported but might work.
  • Processor: A CPU with SSE2 support. A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics: A reasonably modern graphics card (Direct3D 10.0 / OpenGL 3.0). A graphics card that supports Direct3D 11 / OpenGL 4.4 is recommended.

Dolphin Configuration

Dolphin is shipped with default settings for the most optimal performance, you do not usually need to change anything on your first time Dolphin setup.

Enable Dual Core

Provides a significant speedup on modern systems. Recommended on most titles, though may cause issues like crashing or graphic issues on some titles. Refer to this page for a list of titles that require disabling Dual Core.

CPU Emulator Engine

JIT Recompiler is the fastest engine and is recommended on almost all titles. There are a few titles that work better with different emulator engines but unplayably slow.

Audio

DSP HLE is the fastest DSP Emulator Engine. It is very reliable, and only a few titles still have problems with it. See DSP LLE for more details. Cubeb is the faster backend. Recommended on almost all titles.

Graphics Settings

Some of these settings will improve emulation compatibility in exchange of PC performance.

General

  • Depending of the game and the graphics card: OpenGL or Direct3D 11 in backend setting will offer better performance. Vulkan is still in experimental phase and it still is not recommended.
  • V-Sync helps prevent screen tearing.
  • Use Fullscreen toggles between fullscreen and windowed mode.
    • Exclusive Fullscreen is available on Windows, it gives Dolphin full control over the graphics card. This results in minimal latency which is important for competitive games such as Super Smash Bros. Melee. More details on its benefits can be found on Progress Report of July 2014. D3D is well supported for Exclusive Fullscreen [1]. Support on OpenGL is more of a hack [2]. Exclusive fullscreen is enabled by default when it is supported, it can be disabled by checking the Borderless Fullscreen checkbox under Graphics > Advanced > Misc.

Enhancements

The emulation can suffer slowdowns from extreme multiplier options in Internal Resolution, Anisotropic Filtering, and Anti-Aliasing settings. Start with minimum option like '1x Native (640x528)', and go up from there until you can find the highest setting without slowdown. Keep in mind non-1x options may cause graphical issues in some titles.

Hacks

  • Skip EFB Access from CPU - Provides a speed boost. However it provides this boost at the expense of emulation accuracy, breaking some titles and removing effects. It's off by default for greater emulation accuracy.
  • Ignore Format Changes - The vast majority of titles don't care about this, and it provides a small boost. However a small number of titles hate this setting. It's enabled by default.
  • Store EFB Copies to Texture Only - Enabled by default. Disable it only when running a game that requires it. Refer this page for a list of titles that require disabling it.
  • Texture Cache - Setting the slider on the 'Fast' position will improve performance greatly, but it may cause graphical glitches in some games (Most commonly missing text).
  • Fast Depth Calculation - Uses a less accurate method of calculating depth values. Gives a small speedup, but can cause flickering textures.
  • Disable Bounding Box - Don't emulate bounding box calculation, which is only required for a limited set of titles, mostly Paper Mario titles.
  • Vertex Rounding - Rounding 2D vertices to whole pixels, fixes graphical glitches seen in several titles at higher internal resolutions.

Dolphin Game Ini

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