Dolphin Emulator Mac Troubleshooting

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Dolphin Emulator Mac Troubleshooting 5,8/10 1559 votes

(Image: © NeoGAF user Barrow Row) Every month, the developers of the GameCube/Wii emulator Dolphin write an interesting that digs into the emulator's new features, bug fixes, and recent changes. These updates offer some great insight into complex emulation topics and the inner workings of an open source project—you'll always learn something, even if you're not too technically minded. But a lengthy blog updated goes far beyond the usual progress report, offering a detailed look at how Dolphin's developers solved a problem that's been bugging the community for years. It's called ' It's a fascinating read, whether or not you use Dolphin yourself. If you have any interest in how GPUs and graphics cards work, or have always wanted to know more about shaders and 3D game programming, read it. I can't recommend it enough.

Every month, the developers of the GameCube/Wii emulator Dolphin write an interesting progress report that digs into the emulator's new features, bug fixes, and recent changes. Find Dolphin Emulator software downloads at CNET Download.com, the most comprehensive source for safe, trusted, and spyware-free downloads on the Web. Mac OS X 10.6 (1) Macintosh.

This is a huge advancement for emulating a 3D console, and I wouldn't be surprised if it sees ripple effects in the emulation community over the next few years. Anyway, I'll give you the short version, and why this is such a big deal for Dolphin in particular. Here's the super, super short version: you can now play some problem games, like the Metroid Prime trilogy, with zero stuttering, thanks to a new 'ubershader' mode. What the hell is an ubershader? To understand that, you have to understand the problem Dolphin's dev team was trying to solve, and how many possible solutions they ruled out before landing on this one. As the blog post explains: 'Modern GPUs are incredibly flexible, but this flexibility comes at a cost - they are insanely complicated.

To unlock this power, developers use shaders - programs that the GPU runs just like a CPU runs an application - to program the GPU to perform effects and complex rendering techniques. Devs write code in a shader language from an API (such as OpenGL) and a shader compiler in the video driver translates that code into binaries that your PC's GPU can run.

This compiling takes processing power and time to complete, so modern PC games usually get around this by compiling shaders during periods in which framerate doesn't matter, such as loadtimes. Due to the number of different PC GPUs out there, it's impossible for PC games to pre-compile their shaders for a specific GPU, and the only way to get shaders to run on specific PC hardware is for the video drivers to compile at some point in the game.' Understand so far?

Okay, so here's the problem with emulating shaders. Consoles have fixed hardware, unlike PCs, so their shaders aren't written in the same way.

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They can be preconfigured, since the hardware will never change. In the GameCube/Wii GPU's case, configurations aren't stored in memory, and they can be called instantly. Dolphin has to translate those effects into shaders, and shaders have to be compiled, which takes time.

'To deal with this disparity, Dolphin's only option is to delay the CPU thread while the GPU thread and the video driver perform the compilation - essentially pausing the emulated GC/Wii. Usually the compilation will take place in under a frame and users will be none the wiser, but when it takes longer than a frame, the game will visibly stop until the compilation is complete. This is shader compilation stuttering.

Typically a stutter only lasts a couple of frames, but on really demanding scenes with multiple compiling shaders, stutters of over a second are possible.' Dolphin can cache shaders, so once a game has compiled a shader, it shouldn't cause stuttering again.

That's why as you play games like Metroid Prime in Dolphin, the stuttering becomes less common. But you're still going to experience stuttering as you encounter new effects, and upgrading builds, changing drivers, etc. Will wipe out that shader cache. So the developers tried to figure out a solution.

There were a lot of bad options. One amusing example is generating all the shaders beforehand, but the blog points out there are more possible graphical effects on the GameCube/Wii than there are grains of sand on Earth, so that seems impractical. Predicting shaders was considered, but the developers decided it would be too performance intensive, and due to the way games are programmed, likely wouldn't be effective, anyway. What about sharing shader configurations for games between users?

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