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G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 27 Feb 2014, 01:02
by TSM
If anyone was trying to get g-sync working with dolphin, I figured out how to engage it. It only works with the OpenGL back end. You have to make sure the "Use Fullscreen" and "Keep window on top" boxes are checked. The only issue is that dolphin will not gracefully exit emulation when you are done. You hit escape to end emulation, then you can't see the pop up asking you if you want to exit, but you can hit either enter or the space bar. If you are stuck on a black screen, hit ctrl-alt-del. You can then just hit escape to exit back to your desktop.

Two things:
1) This is under windows 8.1
2) I'm not sure if this is working with 4.0.2, but it's working with the latest development versions.

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 28 Feb 2014, 14:39
by Solar
How well did it work? I haven't used Dolphin in years, but i remember it being very CPU dependent.

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 28 Feb 2014, 21:09
by TSM
The emulator keeps focusing on accuracy, so it's actually more demanding on your cpu these days.

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 22 Dec 2018, 12:00
by Zazie
Cemu does not work with gsync?

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 22 Dec 2018, 19:37
by Chief Blur Buster
Zazie wrote:Cemu does not work with gsync?
AFAIK, I think it does if you run it in exclusive fullscreen mode. That said, I haven't tried Cemu lately.

It's not particularly difficult for emulator authors to implement GSYNC support.

<TECHNICAL/>
For emulator developers, all GSYNC/FreeSync is they just need to do perfect framepacing. Basically, from a programmer's perspective, thats the Direct3D Present() and OpenGL glutSwapBuffers() because refresh cycles are software API driven -- the API call actually directly triggers the display refresh cycles, so calling Present() 40 times a second = monitor is 40Hz. Present() 54 times a second = the monitor is 54Hz. Quite easy, forget about synchronizing to the monitor, the monitor is synchronizing to the software developer! (Not all emulator authors are fully aware that they're master of the refresh cycle and the VRR display is slaving to the software). Just use a high precision timer or microsecond-accurate busylooping to time your exact moment of frame presentation.
</TECHNICAL>

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 22 Dec 2018, 19:48
by Zazie
Once it worked, it does not work anymore!

Re: G-SYNC and Dolphin (gamecube/wii emulator)

Posted: 22 Dec 2018, 20:11
by Chief Blur Buster
Zazie wrote:Once it worked, it does not work anymore!
Oh, hmm. You should report this to the author. It needs to be exclusive fullscreen, rather than borderless fullscreen windowed.

Perfect framerate-Hz accuracy is part of emulation accuracy, so that's a good excuse.