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Disc TracK audio was a huge struggle for Dolphin for many, many years with problems ranging from games resetting unexpectedly to games refusing to play more than one song. Things have gone a bit silent on the DTK audio front in recent years.


5.0-5791 - Fix DTK Audio After Loading Savestate by JosJuice ¶ Still, any step toward parity with the PC version is a step in the right direction. performance may be even lower than you'd expect. But, considering that the ARM64 JIT falls back to interpreter for MMU emulation. Dolphin will automatically enable MMU for games like Time Splitters 2/ TimeSplitters: Future Perfect, and Rogue Squadron 2/ 3 so they can run just like on the PC version.
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Thankfully, JosJuice was finally able to get this much wanted feature done.įor Android users, this means that Dolphin now enforces the same settings on Android as on PC. This may sound extremely simple, but one of the reasons this solution wasn't attempted before is that most of the people working on the Android UI specialized in Java, while this solution required both Java and C++ expertise to pull off. Considering all the benefits that game INIs give and the fact that most of the games take up so much space already, we believe that this is a more than fair tradeoff. JosJuice's solution is actually fairly nice, with the only downside being around 4MB of additional storage used. In this case, without Store EFB Copies to Tex and RAM, Metroid Prime 2's scan visor thinks nothing is scannable. Without GameINIs, games that are known to need certain settings won't have them enabled by default.
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It can't be done the same way as on PC, and the earlier attempts mucked up the cross-platform code in a way that made them undesirable to merge.
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Game INIs on Android is something we've wanted for quite a while, but there wasn't a clear solution for how to implement the feature. In practice, this allows games to "just work" without adjusting settings, and for users to enjoy the maximum possible performance without encountering issues for every title. Using this method, we are able to ship Dolphin with performance focused settings by default and only activate demanding accuracy settings when needed. On PC, whenever Dolphin boots a game it checks the INI for that game to make sure any needed settings are automatically loaded. A big contributor to that has been eliminated with GameINI support for Android!
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Considering just how many roadblocks there are in the way of that, Android is still pretty hard to use in many cases, especially since hundreds of games require manual settings adjustments to avoid known issues. One of our long term goals is to bring parity between our Android and PC versions. Notable Changes ¶ 5.0-6101 - Support for Default Game Settings by JosJuice ¶ So for now, the plan is to just keep moving and wait for a better opportunity to start the release process. If we enter a feature freeze to work on those regressions, we'd be stagnating Dolphin and delaying the other large new features that are still being worked on without any guarantee that the regressions will be sorted out. With these huge changes have come a lot of frustrating and annoying regressions that can't easily be solved without a lot of work. With both Ubershaders, Hybrid XFB, and many of the other targeted features for the next release merged, a lot of users have started wondering when our next release will be announced. Before we get to the rest of November and December's changes, make sure you check out the absolutely massive Hybrid XFB article and the accompanying video. But after a short holiday break, we're back and ready for more. After the massive Hybrid XFB article that hit late November, we at the blog staff went into a bit of a hibernation.
