In late 2012, Dolphin moved to a brand new website - dolphin-emu.org. With complete control of our own home and infrastructure for the first time, we noticed the accessibility to users that it gave us. Not only did we get a new home, but we also got a platform, one that allowed us to communicate directly to our users! We used it to great effect, explaining big changes to the emulator such as tev_fixes_new, getting ahead of controversy when we removed the popular D3D9 graphics backend, calling out broken drivers, and more! The Dolphin Blog was born!

However, we quickly realized that while single dedicated articles were great for big changes, Dolphin was improving all the time and tons of important and/or interesting changes were being overlooked simply because they weren't "big enough" to warrant a feature article. We needed something that would let us cover the continuing development of the emulator. Something like, a periodical article filled with a collection of notable changes, so we could report on the progress of Dolphin within a set window of time. And after much experimentation, we built a format to fulfill this role, and released the first of its kind to the world on the 30th of April, 2014.


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As the writers of the Dolphin blog, we are proud of what we have accomplished here. We've highlighted tons of cool changes, educated our users (and ourselves!) on how Dolphin works, we've helped reel in fresh talent for the emulator, we've helped people get into universities and launch their careers, and even helped a few people meet their life partners! Progress Reports have been so impactful, that they have reached far beyond Dolphin. The once novel concept of emulator Progress Reports has become a standard means of user communication throughout emulation!

But of course, ten years is a long time, and we've changed along the way and will continue to change over time. The Reports may grow or shrink, become more or less frequent, structure and style may change, and writers may come and go. And truth be told, this is hard, and we nearly reached the breaking point a few times along the way. But no matter what happens, as the writers of the Dolphin Blog, it is our goal and our hope that for as long there are Notable Changes being made to Dolphin, there will be Progress Reports to feature them!

Speaking of which, anniversary or not, this is a Progress Report. We have Notable Changes to cover! So without further ado, please enjoy the Tenth Anniversary Dolphin Progress Report, and the last Dolphin Progress Report of the 5.0 era.

With the conclusion of the holiday season, it's time for us at the blog to get back to work. And this time around, we have a smattering of changes covering just about everything you could imagine. For those looking to enjoy some of the latest homebrew with DSP-HLE, Dolphin now has support for the latest homebrew microcodes! For retail games, we also have a minor update to the Zelda-HLE microcode to fix a missing effect that's long overdue.

In some more important news, for those of you having disk space issues when running Dolphin on Windows since the last beta, a fix is now available. And for those looking for the clearest picture possible, Dolphin's mipmap heuristic has been backed down to allow for higher resolution mipmaps across more textures. And of course, if you're wanting that perfect image, Custom Aspect Ratios will allow for easier use of ultra-widescreen hacks and more!

Add to all of that a huge bugfix for older revision Steam Decks, another chapter in the Bounding Box saga, seeing a classic in an all new way, and yet another chapter in broken GPU drivers, and you've got yourself a Dolphin Progress Report.

This past October, Dolphin turned 20 years old since its initial release to the public as an experimental GameCube emulator. It's been a long ride, with twists and turns. I don't know if anyone back in 2003 expected Dolphin not only to still be under active development 20 years later, but to also support the GameCube's successor in the Wii.

You might be wondering, where is all the pageantry? The honest truth is that things aren't ready yet. We have a few massive changes on the horizon that we wanted to be ready for the 20th anniversary, but that date was not an excuse to release something in a broken and incomplete state. For now, development will continue as normal, but we promise that there is some excitement to be had on the horizon.

Development versions are released every time a developer makes a change to Dolphin, several times every day! Using development versions enables you to use the latest and greatest improvements to the project. They are however less tested than beta versions of the emulator.

I'm trying to run Dolphin Emulator on Kubuntu 21.04 using the recommended PPA. However, when I try to install it using sudo apt install dolphin-emu-master, I get an error about it not having a release file for 21.04/Hirsute. On the PPA, there is only a release file up to 18.04/Cosmic which is still being updated. I decide to edit the apt sources file to make it say cosmic rather than hirsute, however I just get an error about broken packages. I either need a way to ignore the broken packages that occurred due to me having to change the release name in the sources file, or a proper PPA that works with 21.04 that I can use. I know there is one in the default repositories, but that version is outdated and I need something from the beta or development channel for the additional features.

I tried PCSX2 a long time ago, but no dice as far as 3D is concerned. A lot has changed since then though, in vorpX as well as probably in the emulator, so it might make sense to check it again. Will do that before the next release.

I understand your desire for a direct solution. I'd like to delve deeper and verify specifics like the Wireless model, precise driver versions, and any system errors. Utilizing the Intel SSU tool will enable us to collect detailed information about your system setup, which could aid in identifying the underlying cause of this issue.

Additionally, could you please specify the number of Intel wireless modules you are referring to? This information will aid us in identifying and assessing how the other wireless modules may have impacted the issue.

Thank you for your reply. I tried to check the necessary information you provided, but unfortunately, I couldn't locate the SSU logs. It's essential to obtain these logs as they help us gather detailed information about your system configuration, including any recent updates or changes you may have made. This enables us to ensure that necessary steps, such as updating your wireless drivers, are not overlooked.

If you need proper instructions on how to reproduce the problem, just ask. Still, its easy, wii remotes (TR model) doesnt have sound with dolphin emulator using any of those intel wifi/bt cards. It gets resolved by using any other brand BT dongle/module.

Thank you for providing clarification. Please note that we have not yet received the SSU logs you sent via PM. In order to address your concern efficiently, I will send you an email requesting the SSU logs. Once you've received them, please provide us with the ".txt" file when you reply.

Intel does not verify all solutions, including but not limited to any file transfers that may appear in this community. Accordingly, Intel disclaims all express and implied warranties, including without limitation, the implied warranties of merchantability, fitness for a particular purpose, and non-infringement, as well as any warranty arising from course of performance, course of dealing, or usage in trade.

I recently bought a device with an Intel Core m3-7y30 with Intel 615 graphics, and it would seem that the iGPU is incompatible with the Dolphin emulator when using Vulkan as the renderer under Windows.

Under OpenGL and Direct3D 11, the Starfield demo seems to render correctly. Under Vulkan, Dolphin appears to completely crash. Developers of Dolphin seem to have indicated this is likely a driver problem.

When Dolphin supported Direct3D 12, it ran much faster than under OpenGL or Direct3D 11 as expected, but since that is no longer an option in current builds, we need Vulkan to work to provide the same performance.

I can provide more logs and system information if required. I can also test drivers and configuration settings on an Intel Core i5-7200U w/620 graphics and an Intel Core i7-7700k w/630 graphics if that would help as well.

By now the only thing left to do from our side is wait for the fix to be checked-in an upcoming 'Production version' driver release, so it becomes published in downloadcenter.intel.com. The whole process might take some time since the entire driver release has to go through extensive testing, but rest assured that help is coming.

Recent developmental builds of Dolphin Emulator make use of a feature called "Ubershaders", and it's such builds that experience these crashes. The previous stable release (5.0) without Ubershaders will not experience this crash.

I still believe this is a driver-related problem as every other Vulkan platform I'm aware of will at least start with this application (including the same device under Linux), but we can agree to disagree. The other backends do still seem to work correctly at the moment, albeit slower than if Vulkan was an option. 152ee80cbc

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