Progress Continues We've already had 13178 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: July, August, and September 2020 Progress Report. |
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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 youβre 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. π¬ 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. πππππ Best Mobile Web Browser on Android Market πππππ 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 methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | GEDP01, GEDE01, GEDJ01, GEDW01 |
See also.. | Dolphin Forum thread |
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
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
Config | Setting | Notes |
---|---|---|
Enable Dual Core | Off | Solves aspect ratio glitches when pausing |
Graphics
Config | Setting | Notes |
---|---|---|
Store XFB Copies to Texture Only | Off | Avoid 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.
Testing
This title has been tested on the environments listed below:
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Test Entries | |||||
---|---|---|---|---|---|
Revision | OS Version | CPU | GPU | Result | Tester |
r6495 | Windows 7 | Intel Core i7-960 | ATI Radeon HD 5870 | Hangs after initial quote /w DX9,11 and JIT/JITIL | |
r7128 | Windows XP | AMD Athlon II x2 215 @ 3.45GHz | NVIDIA GeForce 7025 | Game completed (green part) - with 35-55FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound. | |
r7283 | Windows 7 | Intel Core 2 Duo E4500 | ATI Radeon HD 4760 | Game 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. | |
r7411 | Windows XP | Intel Atom N270 @ 1.6GHz | Intel GMA 945 | Playable 10-13FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance. | LORPAL |
3.0-415 | Windows 7 | Intel Core i7-2600K | NVIDIA GeForce 570 GTX | Cutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings. | |
3.0-636 | Windows 7 | Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cutscene. | |||
3.0-735 | Windows 7 | Intel Core i5 @ 2.6GHz | AMD Radeon HD 6850 | Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audio | postorganic |
3.0-765 | Windows 7 | AMD Phenom II X4 965 @ 3.4GHz | AMD Radeon HD 5870 | Runs 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 |
3.5-80 | Windows 7 | Intel Core i7 @ 4.5GHz | NVIDIA GeForce GTX 670 | Some 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 AF | slickochet |
3.5-1389 | Windows 7 | AMD Athlon X2 II @ 3.4GHz | NVIDIA GeForce 8800 GT | Emulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x Anisotropics | Tsarchasm |
4.0 | Windows 7 | AMD Phenom X3 8650 @ 2.3GHz | NVIDIA GeForce 9800 GT | Most 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. | |
4.0.2 | Windows 7 | Intel Core i5-4670K @ 4GHz | NVIDIA GeForce GTX 780 Ti | Pretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE. | Darthgamer138 |
4.0.2 | Windows 7 | Intel Core i5-4570 @ 3.2GHz | NVIDIA GeForce GTX 550 Ti | Performance 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. | |
4.0-3482 | Windows 7 Ultimate | Intel Core i7-4710MQ | NVIDIA GeForce GTX 860M | Perfect 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 is | Andy |
4.0-3482 | Windows 7 | Intel Core i7-4710MQ | NVIDIA GeForce GTX 860M | Perfect 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 is | Andy |
4.0-3917 | Windows 8.1 | AMD FX 8320 @ 3.5GHz | NVIDIA GeForce GTX 760 | Usually 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 THIS | Matt |
4.0-5432 | Windows 8.1 | Intel Core i7-4770K @ 3.5GHz | AMD Radeon R9-290 | Runs 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 LLE | Scythe42 |
5.0-rc-19 | Windows 10 | Intel Core i7-920 @ 2.66GHz | NVIDIA GeForce 8800 GT | Runs 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 Scan | Nicholas Steel |
4.0-8863 | Windows 10 | Intel Core i7-3630QM @ 2.4GHz | NVIDIA GeForce GT 635M | Constant 60FPS, using default settings | mbc07 |
5.0-286 | Windows 7 | Intel Core i7-5930k @ 3.5GHz | NVIDIA GeForce GTX 970 | By 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 |
5.0-6157 | Windows 10 | Intel Core i3-3220 @ 3.3GHz | NVIDIA GeForce GTX 1060 | Tested 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
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.