Dolphin 5.0 is out and it's gobsmacking in 3D!
  3 / 5    
Anisotonic, you can assign the depth and convergence hotkeys (4 in total) to any keys you want. I use 5 and 6 for depth (I keep it at 100% anyway), and 7 and 8 for convergence. Shader modifications are possible, but the filenames vary depending on many settings, and sometimes vary with different Dolphin builds too. So you can't modify a shader and expect it to work other than on specific builds with specific settings. Also, some games share shaders, so playing a different game can have broken graphics. Furthermore, to make true fixes (not just disabling things), Dolphin needs to not use Dolphin's 3D Vision mode (instead you have to use 3D Vision with the setting off ingame) because with its own 3D Vision mode, 3Dmigoto can't access depth and convergence values. With the automatic 3D mode, there are geometry depth problems. A big hurdle on top of anything else. What Dolphin needs is some kind of integration with 3D Vision. Something that allows mods per game and links the shaders without losing all your work every few days, and also has access to depth and convergence. That would require cooperation between Dolphin and 3Dmigoto devs, and a lot of work.
Anisotonic, you can assign the depth and convergence hotkeys (4 in total) to any keys you want. I use 5 and 6 for depth (I keep it at 100% anyway), and 7 and 8 for convergence.

Shader modifications are possible, but the filenames vary depending on many settings, and sometimes vary with different Dolphin builds too. So you can't modify a shader and expect it to work other than on specific builds with specific settings.

Also, some games share shaders, so playing a different game can have broken graphics.

Furthermore, to make true fixes (not just disabling things), Dolphin needs to not use Dolphin's 3D Vision mode (instead you have to use 3D Vision with the setting off ingame) because with its own 3D Vision mode, 3Dmigoto can't access depth and convergence values.

With the automatic 3D mode, there are geometry depth problems. A big hurdle on top of anything else.

What Dolphin needs is some kind of integration with 3D Vision. Something that allows mods per game and links the shaders without losing all your work every few days, and also has access to depth and convergence. That would require cooperation between Dolphin and 3Dmigoto devs, and a lot of work.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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#31
Posted 08/07/2016 10:36 PM   
Could someone share some screenshots,any laser gun game Supported? i think wii's full set joystick will have a good experience with laser gun game
Could someone share some screenshots,any laser gun game Supported? i think wii's full set joystick will have a good experience with laser gun game

#32
Posted 08/18/2016 02:59 AM   
I've played some Gamecube Mario Kart Double-Dash using Dolphin's native stereo 3D mode. The game looks really great in stereo 3D on the big screen. Especially with 4 player races and battle. So much fun ! And you stil lget some nice 3D effects (3 balloons floating right in your face...) I noticed an important emulator speed boost when I switched from standard full screen to exclusive mode full screen. (I was playing in side by side mode). Mariokart stutters at each and every data load in standard full screen mode, but almost all of it (about 99% of loading stutter) goes away when I switched to exclusive full screen mode. However I had a lot of trouble finding the correct scaling, resolution and options to get the games to render properly in 16:9 no matter which screen I use (my 2D desktop monitor is 16:10 ratio, but my 3D projector uses 16:9)
I've played some Gamecube Mario Kart Double-Dash using Dolphin's native stereo 3D mode.
The game looks really great in stereo 3D on the big screen. Especially with 4 player races and battle.
So much fun ! And you stil lget some nice 3D effects (3 balloons floating right in your face...)

I noticed an important emulator speed boost when I switched from standard full screen to exclusive mode full screen. (I was playing in side by side mode).
Mariokart stutters at each and every data load in standard full screen mode, but almost all of it (about 99% of loading stutter) goes away when I switched to exclusive full screen mode.
However I had a lot of trouble finding the correct scaling, resolution and options to get the games to render properly in 16:9 no matter which screen I use (my 2D desktop monitor is 16:10 ratio, but my 3D projector uses 16:9)

Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter

#33
Posted 08/18/2016 05:47 PM   
For specific fixes that need separation and convergence values (not available in Dolphin's native 3D Vision option, so we have to use 3D Vision Automatic), there is a solution (which still doesn't solve the highly variable shader filenames). In Nvidia Profile Inspector, in the "Dolphin Emulator" profile, "StereoCutoff" needs to be 0x00000000, and "StereoTextureEnable" needs to be 0x00000001 (use 0x00000000 to use Dolphin's native mode otherwise). Then, games will have correct geometry, but HUD and other flat elements will be affected by convergence. But they can be fixed manually, abusing the ShaderOverride feature. I've made a fix for Super Mario 64, where I moved the sky to 100% depth, and other elements to screen depth, like most of the HUD and text. The problem is that shader filenames will change with different graphics settings or builds. Can anyone try this fix with the Ishiiruka build 753 with per pixel lighting enabled in the graphics settings?: https://www.dropbox.com/s/nahjb7z8ihhgen6/super_mario_64_ishiiruka753_perpixellighting.7z?dl=0 Super Mario 64, USA virtual console version.
For specific fixes that need separation and convergence values (not available in Dolphin's native 3D Vision option, so we have to use 3D Vision Automatic), there is a solution (which still doesn't solve the highly variable shader filenames).

In Nvidia Profile Inspector, in the "Dolphin Emulator" profile, "StereoCutoff" needs to be 0x00000000, and "StereoTextureEnable" needs to be 0x00000001 (use 0x00000000 to use Dolphin's native mode otherwise).

Then, games will have correct geometry, but HUD and other flat elements will be affected by convergence. But they can be fixed manually, abusing the ShaderOverride feature. I've made a fix for Super Mario 64, where I moved the sky to 100% depth, and other elements to screen depth, like most of the HUD and text.

The problem is that shader filenames will change with different graphics settings or builds.

Can anyone try this fix with the Ishiiruka build 753 with per pixel lighting enabled in the graphics settings?:

https://www.dropbox.com/s/nahjb7z8ihhgen6/super_mario_64_ishiiruka753_perpixellighting.7z?dl=0

Super Mario 64, USA virtual console version.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#34
Posted 08/27/2016 02:12 PM   
After a bit of mucking around with a variety of games, I found reflections tend to duplicate character (and other) models in 3d. Mario Sunshine and WaveRace Blue Storm are particularly bad. The Star Wars games (Rogue Leader and Rebel Strike) don't really work in 3d because they seem to do strange things on the z axis for the in game effects. I have gotten these games to render quite well in 3d: DKC Returns, Eternal Darkness, Luigi s Mansion, Metroid Other M, Metriod Prime trilogy (the gun/hud position/depth isn't perfect), Robotech Battlecry, Star Fox Adventures, Star Fox Assault, Super Mario Bros, Super Smash Bros Melee (some water doesn't work properly), Zelda Windwaker and Viewtiful Joe.
After a bit of mucking around with a variety of games, I found reflections tend to duplicate character (and other) models in 3d. Mario Sunshine and WaveRace Blue Storm are particularly bad.

The Star Wars games (Rogue Leader and Rebel Strike) don't really work in 3d because they seem to do strange things on the z axis for the in game effects.

I have gotten these games to render quite well in 3d:

DKC Returns, Eternal Darkness, Luigi s Mansion, Metroid Other M, Metriod Prime trilogy (the gun/hud position/depth isn't perfect), Robotech Battlecry, Star Fox Adventures, Star Fox Assault, Super Mario Bros, Super Smash Bros Melee (some water doesn't work properly), Zelda Windwaker and Viewtiful Joe.

#35
Posted 08/28/2016 12:13 AM   
[quote="masterotaku"]For specific fixes that need separation and convergence values (not available in Dolphin's native 3D Vision option, so we have to use 3D Vision Automatic), there is a solution (which still doesn't solve the highly variable shader filenames). In Nvidia Profile Inspector, in the "Dolphin Emulator" profile, "StereoCutoff" needs to be 0x00000000, and "StereoTextureEnable" needs to be 0x00000001 (use 0x00000000 to use Dolphin's native mode otherwise). Then, games will have correct geometry, but HUD and other flat elements will be affected by convergence. But they can be fixed manually, abusing the ShaderOverride feature. I've made a fix for Super Mario 64, where I moved the sky to 100% depth, and other elements to screen depth, like most of the HUD and text. The problem is that shader filenames will change with different graphics settings or builds. Can anyone try this fix with the Ishiiruka build 753 with per pixel lighting enabled in the graphics settings?: https://www.dropbox.com/s/nahjb7z8ihhgen6/super_mario_64_ishiiruka753_perpixellighting.7z?dl=0 Super Mario 64, USA virtual console version.[/quote] I will gladly try it out, just give me a day or two, I'm very busy ATM..
masterotaku said:For specific fixes that need separation and convergence values (not available in Dolphin's native 3D Vision option, so we have to use 3D Vision Automatic), there is a solution (which still doesn't solve the highly variable shader filenames).

In Nvidia Profile Inspector, in the "Dolphin Emulator" profile, "StereoCutoff" needs to be 0x00000000, and "StereoTextureEnable" needs to be 0x00000001 (use 0x00000000 to use Dolphin's native mode otherwise).

Then, games will have correct geometry, but HUD and other flat elements will be affected by convergence. But they can be fixed manually, abusing the ShaderOverride feature. I've made a fix for Super Mario 64, where I moved the sky to 100% depth, and other elements to screen depth, like most of the HUD and text.

The problem is that shader filenames will change with different graphics settings or builds.

Can anyone try this fix with the Ishiiruka build 753 with per pixel lighting enabled in the graphics settings?:


https://www.dropbox.com/s/nahjb7z8ihhgen6/super_mario_64_ishiiruka753_perpixellighting.7z?dl=0


Super Mario 64, USA virtual console version.


I will gladly try it out, just give me a day or two, I'm very busy ATM..

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#36
Posted 08/28/2016 10:09 AM   
Masterotaku if you ever want to make a post on helixmod about supported games/place to keep trace of dolphin patched games/whatever You can go for it. I also don't see a reason why not to posting any pages for patched games. Probably a good idea to write what system its for like GAME NAME [WII]. Its better then looking on a forum page 7 for a patch Probably a good idea to put a disclaimer at bottom something to effect of not hosting pirating games nor will we point in direction to any. Your choice though.
Masterotaku if you ever want to make a post on helixmod about supported games/place to keep trace of dolphin patched games/whatever
You can go for it. I also don't see a reason why not to posting any pages for patched games. Probably a good idea to write what system its for like GAME NAME [WII]. Its better then looking on a forum page 7 for a patch
Probably a good idea to put a disclaimer at bottom something to effect of not hosting pirating games nor will we point in direction to any.

Your choice though.

Co-founder/Web host of helixmod.blog.com

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or
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#37
Posted 08/28/2016 08:44 PM   
Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution. However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).
Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution.

However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#38
Posted 08/28/2016 10:10 PM   
Masterotaku I'll confirm it. Soonish (next day or 2), if no one else does, I'm just reinstalling my computer and putting water cooling in.
Masterotaku

I'll confirm it. Soonish (next day or 2), if no one else does, I'm just reinstalling my computer and putting water cooling in.

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#39
Posted 08/28/2016 11:29 PM   
[quote="Shinra358"]Only bad part is that they did the sliders wrong. Going back and forth toggle sliders is overkill. If they would have utitilized the hotkeys for onscreen displays of the slider, it would save ppl alot of tedious trouble so they can actually play instead of work.[/quote] You can set depth and convergence controls to hotkeys under the Dolphin hotkeys menu. I set mine to the arrow keys and it works well for the most part. I don't think you can make a save profile this way, but it's a quick easy adjustment in any case. Much better than fiddling with the GUI or the game inis. Check it out.
Shinra358 said:Only bad part is that they did the sliders wrong. Going back and forth toggle sliders is overkill. If they would have utitilized the hotkeys for onscreen displays of the slider, it would save ppl alot of tedious trouble so they can actually play instead of work.


You can set depth and convergence controls to hotkeys under the Dolphin hotkeys menu. I set mine to the arrow keys and it works well for the most part. I don't think you can make a save profile this way, but it's a quick easy adjustment in any case. Much better than fiddling with the GUI or the game inis. Check it out.

#40
Posted 08/29/2016 02:13 AM   
Sorry MasterOtaku! building a water cooling pc has taken longer than expected :(
Sorry MasterOtaku! building a water cooling pc has taken longer than expected :(

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#41
Posted 09/01/2016 06:33 AM   
That Dolphin build isn't available anymore, so I have uploaded it to dropbox: https://www.dropbox.com/s/71wa3vwwgay7ia3/Dolphin%20Ishiiruka.753%280bcaf91%29.x64.7z?dl=0 It doesn't include the fix I posted above.
That Dolphin build isn't available anymore, so I have uploaded it to dropbox: https://www.dropbox.com/s/71wa3vwwgay7ia3/Dolphin%20Ishiiruka.753%280bcaf91%29.x64.7z?dl=0


It doesn't include the fix I posted above.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#42
Posted 09/01/2016 02:33 PM   
I am having problems with the version 5 on both opengl and DX11. Testing Mario Galaxy 2 and there is a lot of stuttering in the sound and lag sometimes, it run well in some areas but keeps lagging. I've installed the version 4.0.2 which also has 3D vision support and it has a much better performance on DX9. No problems with this version 4 in DX9. So far tested Mario Galaxy 1 and 2, Mario Sunshine, FZero GX and Starfox assault. They look great in 3D and specially Mario Sunshine with high convergence the toyification is amazing. I am totally considering playing Mario Sunshine as I have never played this game. I've got an old Wii and I will try to get the wiimote connected via bluetooth, lets see.... I think would be nice to have a post in the helix site with a list of games that work, screenshots and some tutorials... Hardware: NVIDIA GTX 780 i7-860 Processor @ 2.80 GHz
I am having problems with the version 5 on both opengl and DX11. Testing Mario Galaxy 2 and there is a lot of stuttering in the sound and lag sometimes, it run well in some areas but keeps lagging.
I've installed the version 4.0.2 which also has 3D vision support and it has a much better performance on DX9.
No problems with this version 4 in DX9. So far tested Mario Galaxy 1 and 2, Mario Sunshine, FZero GX and Starfox assault. They look great in 3D and specially Mario Sunshine with high convergence the toyification is amazing.
I am totally considering playing Mario Sunshine as I have never played this game.


I've got an old Wii and I will try to get the wiimote connected via bluetooth, lets see....
I think would be nice to have a post in the helix site with a list of games that work, screenshots and some tutorials...

Hardware:
NVIDIA GTX 780
i7-860 Processor @ 2.80 GHz

EVGA GTX 1070 FTW
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#43
Posted 09/05/2016 04:37 PM   
[quote="masterotaku"]Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution. However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).[/quote] Yes !! Please consider a Dolphin 3DV blog post, there are so many great games from the WII console.. J0hnnieW4lker: The WII mote works flawless, I use the Toshiba BT stacker...
masterotaku said:Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution.

However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).


Yes !! Please consider a Dolphin 3DV blog post, there are so many great games from the WII console..


J0hnnieW4lker: The WII mote works flawless, I use the Toshiba BT stacker...

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#44
Posted 09/05/2016 05:37 PM   
[quote="Blacksmith56"][quote="masterotaku"]Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution. However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).[/quote] Yes !! Please consider a Dolphin 3DV blog post, there are so many great games from the WII console.. Thanks, can't find the USB Bluetooth adapter I had, need to buy one :( J0hnnieW4lker: The WII mote works flawless, I use the Toshiba BT stacker...[/quote]
Blacksmith56 said:
masterotaku said:Making a general Dolphin blog post would be a good idea. Maybe I'll do it, because there are certain driver settings that must be changed to make Dolphin's 3D Vision mode work correctly and without a performance penalty. If people don't see my forums posts, they won't know the problem and solution.

However, I first want to confirm if the shaders in that Super Mario 64 are valid for other people (with that exact Dolphin build and the per pixel lighting setting). So far no one has confirmed if they worked (even back when I did aspect ratio mods).


Yes !! Please consider a Dolphin 3DV blog post, there are so many great games from the WII console..

Thanks, can't find the USB Bluetooth adapter I had, need to buy one :(
J0hnnieW4lker: The WII mote works flawless, I use the Toshiba BT stacker...

EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker
Screenshots: http://phereo.com/583b3a2f8884282d5d000007

#45
Posted 09/06/2016 11:57 AM   
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