Dolphin Emulator

Dolphin 是一款对应任天堂游戏主机 GameCubeWii 的模拟器。它可以让电脑玩家以全高清 (1080p) 画质体验这两款主机的游戏,还具有兼容电脑手柄、加速、多人联网等增强功能。

下载用于 Windows, Mac 和 Linux 的 Dolphin 5.0 »

兼容性 »

完美: 24.7%
尚可: 65.6%
开始: 8.6%
开场/菜单: 0.4%
失败: 0.7%


Dolphin Progress Report - June 2017

June was a month where a lot of important features were merged, but few of them had to do with actual emulation. Every emulator has its own philosophy and goals. While the primary goal is usually to emulate the console at hand, many emulators place secondary goals on various features and ideas. One of Dolphin's secondary goals is to make using the emulator as simple of a process as possible. There are lots of features that try to simplify things, like the Game INI system, support for real ...


Dolphin Progress Report: May 2017

A project cannot survive for nearly fourteen years without making some difficult decisions. Sometimes you're right, sometimes you're wrong, but, to be successful you have to learn from each and every one. One of the most difficult decisions made for Dolphin was the deprecation and removal of D3D9 despite it being the fastest backend at the time. The promise was that we would take a step back then, and make huge gains in accuracy thanks to being able to use integers throughout VideoCommon.

There was a lot of growing pains, a lot of driver issues, and a lot of unhappy users, but it set the tone for what would become the direction of Dolphin heading up to the version 5.0 release. One of Dolphin 5.0's headline features was a brand new D3D12 backend, but as of 5.0-3774, we have decided to remove it. What we learned from the D3D9 backend helped us make that decision. Like D3D9, D3D12 had some core flaws we let slide under promises that it would continue to be maintained and fixed up. When that didn't happen, it was decided we did not want another deprecated backend hanging around, blocking features and enhancements that require work within each backend.

Let's not make any mistakes, the D3D12 backend was a tremendous gain for Dolphin, and what we were able to learn helped us know what to do when designing the Vulkan backend. Unlike the D3D12 backend, the Vulkan backend is actively maintained and does not have the design flaws that made D3D12 harder to work with. Removing D3D12 support also makes it easier for people to tinker with and compile Dolphin on Windows, along with the added bonus of reduced compile times.

Going forward, we're going to continue to optimize the existing graphics backends. In our testing, the Vulkan backend was as fast as, or nearly as fast as the D3D12 backend in every benchmark. While different drivers and graphics cards will not all perform identically, we're confident that moving forward the Vulkan backend will be able to handle the burden of users seeking the benefits of the newer graphics APIs.

...and that's probably not the biggest removal this month. Dolphin's longstanding JITIL (Just in Time Intermediate Layer) Recompiler was finally decommissioned and removed. It's one of those great ideas that just didn't pan out. It never could match the performance of compatibility of the JIT and it was unmaintained in recent years. To even consider JITIL a part of the future, it would have needed to be rewritten to support both Full MMU support and PIE compliance.

We know that some of you reading this are going to be upset or disappointed by these decisions. Hopefully you stick with us and the future gains we make by handling these potential problems now more than pays for the temporary inconvenience. With that out of the way, we have a lot of great additions to the emulator in this month's Dolphin Regress Progress Report!


Dolphin Progress Report: April 2017

One of the more difficult parts of being an emulator is balancing accuracy, performance and presentation. When Dolphin replaced the hacky, broken asynchronous audio with the synchronous New AX-HLE and New Zelda-HLE implementations, audio accuracy greatly increased! It came as quite the shock when users started complaining about this change and demanding asynchronous audio's return. Some of the criticisms were valid; there were bugs in early synchronous audio causing increased latency that weren't present in asynchronous audio.

All of these growing pains were eventually fixed, but, one complaint stood out - slowdown affected audio for the first time for a majority of users. This was seen as an unfixable issue. After all, it doesn't make sense for audio to run full speed if nothing else is! The issues were closed and the concern was filed away until users got used to the change.

Long-term, we did learn something from this dilemma. While synchronous audio was undoubtedly better for the project and solved the major emulation issues with audio, it caused a whole bunch of presentation issues we neglected to fix... until now.

This month, we have a lot to offer. Custom texture support gets supercharged, the JIT sees some important maintainability changes, and a smattering of audio changes include a huge presentation change to audio that will help users hear games pleasantly even under slowdown.