

- WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 DRIVER
- WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 CODE
- WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 PLUS
This reduces video smoothness, but then 75Hz on a 60Hz display is not smooth either. Note that the core still runs at the ‘correct’ speed when this option is enabled – internally, the core is running the nominal ~75 frames per second, but every 5th frame is ‘dropped’. We now added a new 60Hz Mode core option, which can be used to force the core to run at 60Hz (actually 60.38Hz, but RetroArch handles this nicely via dynamic rate control). The tearing is so bad on 3DS that we would previously consider the core to be unusable on that platform…
WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 DRIVER
You can experience this on Linux (when not using a compositor and without vsync forced at the driver level) and on 3DS. In particular, screen tearing is very likely to occur. This is fine if the core is run on a VRR display (or one that natively supports 75Hz…), but on regular 60Hz panels it can cause issues. No temporary buffer is required, and there is no need to actually write a save state to memory – and save states now have the correct size (~830 kb)īeetle Cygne/WonderSwanAt present the core runs at ~75Hz, matching the native refresh rate of the WonderSwan hardware. Now, the save state size is now calculated independently of regular save state creation.
WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 CODE
Moreover, it then fails to report the actual size correctly due to a bug in the memory stream wrapper code – which means save states are always 5 MB in size. Improve save state efficiency + fix save state sizeĪt present, every time that retro_serialize_size() is called (i.e whenever save states are used), the core determines the save state size by allocating a temporary 5 MB buffer and writing into this an actual save state. We have fixed the issue by ensuring that the audio batch callback is used to send all available samples only once per frame. This ‘overstresses’ the frontend audio buffer and leads to bad AV synchronisation. Use audio batch callback only once per frameīefore, the core would upload samples in batches of ~64, which means the audio batch callback is used many (~9) times per frame.

Snes9x 2010This Super NIntendo Entertainment System emulator core has seen several improvements. When enabled, audio is more mellow/bassy, and the generated sound is closer to that produced by the ‘plus’ version – with only a negligible increase in performance requirements. We added a simple optional low pass filter at the output stage of the ‘non-plus’ core.
WHAT VERSION OF DOLPHIN EMULATOR FOR WINDOWS 10 PLUS


Moreover, the ‘plus’ core would call the audio batch callback twice per frame, which unduly stresses the frontend audio buffer.
