Does anyone else run it on mac, or know the most optimal way with the different options to run it with no lag? My mac specs: Joined Aug 2, Messages 7. I look pretty late on this but I run it on my macbook pro and it runs very smooth. OS X However I do have trouble with controller functions. I'm guessing the only reason this is because there are no drivers for mac -. Y-L Smash Champion Jan 9, This information by itself is not very helpful..
Provide the model number of the cpu i. Your intel HD graphics might be bottlenecking you but I can't be sure without the cpu model.
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Try the latest developer dolphin build found on dolphin-emu. It could also be the possibility macbooks seem prone to this of overheating and throttling reducing cpu speed to cool off so you may want to try a program which monitors your cpu temperatures while playing. If they go beyond 90 C then it is likely throtttling. If that helps Also yes I've had my laptop for little of than two months so it is a bit newer. Would you have any ida why my controller does this? ZimD00D said: Windows 8 Intel Core iK 3. Windows 8 Intel Core iQM 3. Windows 7 Intel Core iM 2. Windows 7 Intel Core iK 4.
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optimizing dolphin melee on mac? for virtually no lag
Release date s. Fighting , Platform. Single-player , Multiplayer 4. Input methods. GameCube Controller.
Perfect configured. Stereoscopic 3D. Perfect speed, music becomes buggy on some occasions making it repeat itself. Some very minor slowdown at the very start of a stage, but it comes and goes in under a second. Some sound problems. I haven't seen the stage 8 classic mode glitch. I will check that out. The game runs smoothly, with occasional audio bugs and glitches as seen in the Problems headline. Plays perfect at 60FPS. Minor slowdown at Fountain of Dreams.
optimizing dolphin melee on mac? for virtually no lag | Smashboards
Stage 8 glitch also. Besides that, perfect. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues. Plays perfect at 65FPS without Autoframe limit. Minor slowdowns occur at Winner Screen, also with 4 players on large stages, everything else is perfect. The music still has looping issues. So darn close. Sound glitches are non-existent so long as LLE audio is being used.
Half-second pre-rendered cutscene audio lag. Stage 8 classic mode intro sprite alpha problem. Ever-so-slight stutters during certain cases. Examples include loading levels into memory, which doesn't break gameplay, and stuttering during 4-player on certain levels, which can. Fountain of Dreams is the prime case, likely due to the dynamic reflection map quite a feat for its time on such hardware. Using "speed up disc transfer rate" makes all music play for seconds and stop, but the game continues to run fine.
Using any AR codes causes the game to crash after the beginning cutscene and before the "press start" screen. Choppy audio during GPU intensive gameplay. A consistent 60FPS was found during playtesting. The FPS may drop to when playing on large stages or with multiple players. Tested on 1x Native Resolution.
Kept a stead frame rate with the exception of loading the levels. Small lighting bugs in the game but do not effect gameplay at all and are hardly noticeable. It's possible all of the other issues were resolved with the recent graphics update.
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Some drops here and there, especially on Fountain of Dreams.