Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12023-09-17T22:35:10ZDolphin bug tracker
Redmine Emulator - Emulator Issues #13354 (New): No games respond to input after a game is closed or paused.https://bugs.dolphin-emu.org/issues/133542023-09-17T22:35:10Zquack46
<p><strong>Game Name?</strong></p>
<p>Any game applicable (e.g. Wii System Menu 4.3E )</p>
<p><strong>Game ID?</strong> (right click the game in the game list, Properties, Info tab)</p>
<p>N/A</p>
<p><strong>MD5 Hash?</strong> (right click the game in the game list, Properties, Verify tab, Verify Integrity button)</p>
<p>N/A</p>
<p><strong>What's the problem? Describe what went wrong.</strong></p>
<p>Only the first run of a game, for a given dolphin session, will accept input of any kind. After closing or pausing the game, no subsequent game will respond to input. The controller configuration menu still behaves as expected throughout.</p>
<p><strong>What steps will reproduce the problem?</strong></p>
<ol>
<li>Open Dolphin.</li>
<li>Start a game.</li>
<li>See that input functions correctly from all devices.</li>
<li>Close (or pause) the game.</li>
<li>Reopen (or resume) the game.</li>
<li>See that the game no longer receives input.</li>
</ol>
<p><strong>Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.</strong></p>
<p>Yes<br>
5.0-20126</p>
<p><strong>Is the issue present in the latest stable version?</strong></p>
<p>Yes<br>
5.0-19870<br>
5.0</p>
<p><strong>If the issue isn't present in the latest stable version, which is the first broken version?</strong> (You can find the first broken version by bisecting. Windows users can use the tool <a href="https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds" class="external">https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds</a> and anyone who is building Dolphin on their own can use git bisect.)</p>
<p>N/A</p>
<p><strong>If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: <a href="https://wiki.dolphin-emu.org/index.php?title=FifoPlayer" class="external">https://wiki.dolphin-emu.org/index.php?title=FifoPlayer</a></strong></p>
<p>N/A</p>
<p><strong>What are your PC specifications?</strong> (CPU, GPU, Operating System, more)</p>
<p>Ryzen 2700, RX 580, Fedora 38 (Flathub, dnf, and built from source)<br>
i5-8350U, Intel HD Graphics 620, Fedora 38 (Flathub, dnf, and built from source)</p>
<p><strong>Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,<br>
configuration files, savefiles, savestates)</strong></p>
<p>Reproducible with an entirely fresh configuration. </p>
Emulator - Emulator Issues #9273 (Accepted): Replace stdio usage by IOFile, imlpement IOFile on t...https://bugs.dolphin-emu.org/issues/92732016-01-17T23:35:42Zdelrothdelroth@gmail.com
<p>Microsoft's CRT still ships with the fread bug from <a class="issue tracker-1 status-3 priority-3 priority-high3 closed" title="Emulator Issues: Wind Waker freezes at Windfall Island (Fixed)" href="https://bugs.dolphin-emu.org/issues/8930">#8930</a> causing Dolphin crashes on Windows. We work around it by monkey-patching known buggy versions of the CRT libraries. However, that will not work anymore if MS releases a new version of the CRT with the bug. This means that Dolphin 5.0 might end up not working anymore on some setups, leaving us with no alternative other than release a 5.0.1 with a new monkey-patch added.</p>
<p>To avoid this happening, I suggest we should stop using stdio on Windows. All stdio usage should switch to use IOFile instead, and IOFile on Windows should be implemented on top of the win32 CreateFile, ReadFile, WriteFile, ... API which is less likely to have issues of the sort.</p>
Emulator - Emulator Issues #9164 (Accepted): Random crashes caused by a potential memory corruptionhttps://bugs.dolphin-emu.org/issues/91642015-12-16T06:47:42Zdelrothdelroth@gmail.com
<p>FifoCI found a random assertion failure in <a href="https://fifoci.dolphin-emu.org/media/dff/WiiPlayFindMii.dff" class="external">https://fifoci.dolphin-emu.org/media/dff/WiiPlayFindMii.dff</a></p>
<p>The Intel OGL runner randomly fails because chan.diffusefunc has an unknown/invalid value while generating a lighting shader UID. It causes flakiness on unrelated PRs, which is suboptimal :)</p>
<p>Either it should be always broken (because the game does use an unknown/invalid diffuse lighting function... which would be interesting) or always working. The randomness makes me think we have a tricky race condition / uninitialized memory condition somewhere. Given that FifoCI runs in single core mode I'd say uninitialized memory or corruption is more likely.</p>
<p>Unfortunately xfmem is not part of my core dump so I can't provide much more info. If you can't repro, let me know and I can provide you with an environment where repro is definitely possible.</p>
Emulator - Emulator Issues #7576 (Questionable): Dolphin stops responding whenever games are load...https://bugs.dolphin-emu.org/issues/75762014-08-16T15:39:10ZFM.ArthurFM.Arthur@gmail.com
<p>Game Name?<br>
Smash Bros Brawl, Resident Evil 4 Wii, Custom Robo, Eternal Darkness, Mega Man X Command Mission, F-Zero GX, Geist, NHL Hitz Pro, Ocarina of Time Master Quest, Skies of Arcadia, Robotech Battlecry, Timesplitters 2, Timesplitters 3, probably loads of others. The only games I have that do not suffer from this are Mario Galaxy 2, Wind Waker, Xenoblade, Star Fox Adventures and Spider-Man 2. All of my games are NTSC.</p>
<p>Game ID?<br>
I'll just say RSBE01 for Brawl, since the game's been working for so long and it's the most common game to own out of those. It doesn't seem worthwhile to find every game ID I've got and the problem doesn't vary between them.</p>
<p>What's the problem? Describe what went wrong in few words.<br>
Whenever the game is STARTED (with OpenGL backend) with any Post-Processing effect (default set; this has nothing to do with the recent issue about other shaders and parameters) already enabled, the render window just starts up gray, locks up, and then a message pops up about Dolphin.exe having stopped working. After game startup WITHOUT post-processing, it can be enabled and everything works correctly from that point.</p>
<p>What did you expect to happen instead?<br>
Normal startup but with post-processing.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Open Dolphin and switch to OpenGL graphics backend.</li>
<li>Turn on any Post-Processing Effect in the Enhancements tab, anything from bad_bloom to auto_toon to FXAA to a color adjustment shader, doesn't matter.</li>
<li>Start any of the listed games.</li>
</ol>
<p>Which versions of Dolphin did you test on?<br>
4.0-2595 (current), 4.0-2301, 4.0-1306, 4.0-513, 3.5-1679</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?<br>
It works on 3.5-1679, which I just happened to have. It's not a specific last-working point; the issue begins somewhere between 3.5-1679 and 4.0-513.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)<br>
-Windows 7 64 bit<br>
-Core i5-3570k<br>
-GeForce GTX 660 Ti</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)<br>
-It happens 100% of the time for the games listed.<br>
-I suspect this is graphics card specific since I'd probably have heard this by now if it were universal.<br>
-The post-processing effect can be enabled without issue afterward; this is just a very odd thing that is just inconvenient to work around.</p>
Emulator - Emulator Issues #7560 (Accepted): Improve Common/Event.h documentation/tests about Res...https://bugs.dolphin-emu.org/issues/75602014-08-11T06:29:29Zdelrothdelroth@gmail.com
<p>Reset() is said to be a "bad idea" in the Event class documentation without<br>
explaining why this is the case. The reason why is because Wait() clears<br>
the internal flag already, making the Event re-usable, so Reset() only has<br>
a use between a Set() and a Wait(), which is usually racy.</p>
<p>This needs to be documented better and Wait() needs a unittest that checks that the flag is indeed reset afterwards.</p>
Emulator - Emulator Issues #7199 (Accepted): Sonic Mega Collection Blue Sphere has severe screen ...https://bugs.dolphin-emu.org/issues/71992014-04-19T02:49:33ZJMC4789JMC4789@gmail.com
<p>Game Name?</p>
<p>Sonic Mega Collection</p>
<p>Game ID?</p>
<p>GS0E8P</p>
<p>Game MD5?</p>
<p>85a525df1481d0ad67d8761f832dca12</p>
<p>What's the problem? Describe what went wrong in few words.</p>
<p>There are no words that can describe this, only video.</p>
<p><a href="http://youtu.be/SJmpGhZhKaw" class="external">http://youtu.be/SJmpGhZhKaw</a></p>
<p>Okay, I'll at least try because I know neobrain won't watch videos. I also tried to get screenshots, but they render nothing during the glitching. But, the best I can say is this is some kind of tearing/</p>
<p>What did you expect to happen instead?</p>
<p>Not that, that's all I can say, not that.</p>
<p>What steps will reproduce the problem?<br>
1.Startup Sonic Mega Collection. You can use whatever settings you want, you're not preventing this from happening.<br>
2.Go to blue sphere under the game list<br>
3.Please do not do this if you are prone to seizures</p>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?</p>
<p>4.0, tons of builds, 4.0-1430</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?</p>
<p>No</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)</p>
<p>Core i5 3570K, GTX 760, </p>
<p>Are you using the 32 or the 64 bit version of Dolphin?</p>
<p>64bit</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</p>
<p>Screenshots come out as blank during the glitching, at least when I attempted to take screenshots. Fifologs do not tell the whole story, but they do help: <a href="https://dl.dropboxusercontent.com/u/484730/BlueSphere.7z" class="external">https://dl.dropboxusercontent.com/u/484730/BlueSphere.7z</a></p>
Emulator - Emulator Issues #6933 (Questionable): Phantasy Star Online 1 & 2 Plus on GameCube acts...https://bugs.dolphin-emu.org/issues/69332014-01-07T03:51:54ZJMC4789JMC4789@gmail.com
<p>Game Name?</p>
<p>Phantasy Star Online 1&2 Plus</p>
<p>Game ID?</p>
<p>GPOE8P</p>
<p>What's the problem? Describe what went wrong in few words.</p>
<p>When it asks you to set the calendar/time, and you hit yes, the game hangs. This is actually accurate to console... the Wii console. The GameCube works fine and lets you go back to the calendar. Now, I know you're thinking "you probably don't have a bios stupid" but I did get a bios, and I even booted the game through bios to make sure.</p>
<p>What did you expect to happen instead?</p>
<p>I honestly don't know. I expected it to work, but that was before I knew the Wii didn't work with it. At this point, either form of emulation should be fine.</p>
<p>What steps will reproduce the problem?<br>
[Don't assume we have ever played the game and know any level names. Be as<br>
specific as possible.]</p>
<ol>
<li> Start up game</li>
<li> Say yes when it asks you to set Calendar time</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?</p>
<p>I tested on 4.0 and various builds at 4.0-496</p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?</p>
<p>I don't know, some people reported it did work at some point but I could not confirm.</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)</p>
<p>Core i5 3570K, GTX 760, Windows 7 64bit</p>
<p>Is there any other relevant information? (e.g. logs, screenshots,<br>
configuration files)</p>
<p>I don't think there's anything to put here. Accepting this by default because it's on the Wiki and forums.</p>
<p>[Do <em>not</em> attach files to this issue. Upload them to another site and<br>
link here. Use imgur.com for images and pastie.org for logs.]</p>
Emulator - Emulator Issues #6930 (Accepted): Spyro: Enter The Dragonfly Gate Clip does not work ...https://bugs.dolphin-emu.org/issues/69302014-01-07T03:16:36ZJMC4789JMC4789@gmail.com
<p>Game Name?</p>
<p>Spyro: Enter The Dragonfly</p>
<p>Game ID?</p>
<p>GS8E7D</p>
<p>What's the problem? Describe what went wrong in few words.</p>
<p>The gate clip doesn't work. I thought I was doing it wrong, then tried on console and it worked fine. Here's an example from the speedrun, it's as easy as it looks.</p>
<p><a href="https://www.youtube.com/watch?feature=player_detailpage&amp;v=yCCnQ64bN48#t=74" class="external">https://www.youtube.com/watch?feature=player_detailpage&v=yCCnQ64bN48#t=74</a></p>
<p>The problem could be multiple things. This game switches between 60, 30, and maybe 20 FPS, and it lags sometimes. Dolphin tends to run it mostly at 60 fps even in outdoor areas, where as GC/Wii tends to do more of 30 fps except in very specific spots. Dolphin may be too fast.</p>
<p>What steps will reproduce the problem?<br>
[Don't assume we have ever played the game and know any level names. Be as<br>
specific as possible.]</p>
<ol>
<li> Just play the game and note how smooth it feels as you play it</li>
<li> Attempt the gate clip in the video on console and dolphin, it's really easy on console, impossible on dolphin.</li>
</ol>
<p>Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have<br>
known issues and bugs, so don't report issues about them and test the<br>
latest Dolphin version first.<br>
Which versions of Dolphin did you test on?</p>
<p>Every single one.</p>
<p>Kidding, 4.0 and 4.0-496. </p>
<p>Does using an older version of Dolphin solve your issue? If yes, which<br>
versions of Dolphin used to work?</p>
<p>no</p>
<p>What are your PC specifications? (including, but not limited to: Operating<br>
System, CPU and GPU)</p>
<p>Core i5 3570K, GTX 760, Windows 7 64bit</p>
<p>Additionally, this game runs far better on Dolphin than it does on GameCube or Wii. It runs mostly at 60 fps, it tends to lag far less, and is in general just a better experience. What I'm asking is likely to make the game run worse, so it does less collision checks (common issue among games, see Sonic Heroes on PS2) and lets me through. That's my theory at least.</p>
<p>Speedrunners have confirmed this issue.</p>
Emulator - Emulator Issues #6858 (New): no uninstall script in last source?https://bugs.dolphin-emu.org/issues/68582013-12-08T12:01:30Zlegluondunetlegluondunet@free.fr
<p>Hello,</p>
<p>I just compiled and install dolphin on Ubuntu 13.10 from today's sources. <br>
To install it I did:</p>
<p>/home/legluondunet/Bureau/dolphin-emu08122013/Build/make install</p>
<p>--> OK</p>
<p>but if i want to uninstall it:</p>
<p>/home/legluondunet/Bureau/dolphin-emu08122013/Build/make uninstall<br>
I have an error message:</p>
<p>no rule to make uninstall target.</p>
<p>Thank you for your help.</p>
<p>Config:<br>
Ubuntu 13.10 s<br>
AMD radeon 7850 with Ubuntu Catalyst drivers 13.101 version<br>
Processor Intel i5-3570 3,4 Ghz</p>
Emulator - Emulator Issues #6589 (New): GCT Gecko cheat file supporthttps://bugs.dolphin-emu.org/issues/65892013-09-08T05:41:24Zbiolizard89biolizard89@gmail.com
<p>The current Dolphin Gecko cheat code handler uses codehandler.bin, which is intended by the GeckoOS developers to be used with WiiRd/Gecko.NET for debugging. GeckoOS also includes a different handler called codehandleronly.bin, which doesn't include the debugger code, and allows much more space for the code list. Since most Dolphin users don't use WiiRd/Gecko.NET with Dolphin (I'm not certain that it's even possible at the moment), it seems like adding support for codehandleronly.bin would be useful so that more lines of codes can be used (the code list size limit for codehandler.bin is quite limiting for some use cases).</p>
<p>Any chance support for codehandleronly.bin could be added?</p>
Emulator - Emulator Issues #6588 (New): Feature request - standalone cheat files (.INI independen...https://bugs.dolphin-emu.org/issues/65882013-09-08T03:07:26Zrukariosakerukariosake@gmail.com
<p>Pretty annoying when I'm going to replace .INI's from newer Dolphin rev build and it will wipe out custom codes I've created within game's .INI file.</p>
<p>It'd be great when I was able to create and save custom codes in .TXT or .INI format (dedicated to Gecko OS codes) and then optionally export to .GCT to use for Gecko OS on my real Wii/U system. If that can be done too then I'll no longer need another application that has .GCT exporter.</p>
<p>I'd be very grateful if that's going to happen sometime in the future.</p>
Infrastructure - Issue #6489 (Accepted): Write some documentation about the Windows symbol serverhttps://bugs.dolphin-emu.org/issues/64892013-08-13T14:21:17Zdelrothdelroth@gmail.com
<p>Running on symbols.dolphin-emu.org. It works fine and has symbols for every buildbot build, but it's undocumented afaict.</p>
Emulator - Emulator Issues #6456 (Accepted): Properly implement InitBackendInfo in OpenGLhttps://bugs.dolphin-emu.org/issues/64562013-08-06T11:55:36ZNeoBrainXNeoBrainX@gmail.com
<p>What went wrong?<br>
OGL::InitBackendInfo doesn't consider the device's actual capabilities when filling out things like bSupportsFormatReinterpretation. This way, the user will enable format change emulation (expecting things to work) but it will silently not do anthing on unsupported hardware. Similar oddities occur for MSAA and possibly other things.</p>
<p>What did you expect to happen?<br>
Instead of being able to enable format change emulation, the option should be greyed out when an unsupported GPU is detected. Similar logic should be applied for MSAA and possibly other things.</p>
<p>What steps will reproduce the problem?</p>
<ol>
<li>Install a GPU/driver combination which supports only GLSL 1.20 but not 1.30 ( = format change emulation not supported)</li>
<li>Uncheck "Ignore format changes" in the Hacks tab of the graphics configuration.</li>
<li>Try running a game which relies on format change emulation (e.g. Mario Kart Wii, cf. issue 2063)</li>
</ol>
<p>Any other relevant information or links to logs:<br>
Proper device capability detection will require creating a temporary GL context in InitBackendInfo (as it's currently done in D3D11 and kinda in D3D9).</p>
Emulator - Emulator Issues #6126 (Accepted): Write some "Guide to new Dolphin developers" wiki pagehttps://bugs.dolphin-emu.org/issues/61262013-03-20T02:25:50Zdelrothdelroth@gmail.com
<p>We're missing a lot of documentation that would help people know more about how to develop for Dolphin. We should create a wiki page explaining the global architecture of the project, how to use the infrastructure, who knows what in the development team, etc.</p>
<p>I'll most likely start working on it tomorrow, but if someone wants to start before that, go for it :P</p>
<p>My current TODO of things to explain:</p>
<ul>
<li><p>Our dev workflow with Git: master is kind of stable, everything that is going to be worked on for more than 1-2 days goes to a separate branch. No rebase/merge --ff on branches pushed to the main repository.</p></li>
<li><p>Tools: Buildbot (+ WIP builders), irrawaddy, changes.dolphin-emu.org</p></li>
<li><p>Code architecture: what goes in Core/VideoCommon/AudioCommon/Common/Plugins/...</p></li>
<li><p>Global overview of the several components involved in emulation and how they communicate</p></li>
<li><p>Getting people to test your code: how to properly maintain a thread in the development forums to get as many people as possible to report issues before merging, who to ping on IRC, known useful testers, etc.</p></li>
<li><p>Who knows what in the team: who are the implicit maintainers of a subsystem (example: if I change GL stuff I probably want to ask degasus first, if someone changes DSP HLE stuff he should probably ask me, etc.)</p></li>
<li><p>Who maintains the wiki and how to contact them</p></li>
<li><p>Website/server infrastructure: where is the source code, where is it hosted, who has access to it, backups policy, how to edit the FAQ, etc.</p></li>
<li><p>Release process?</p></li>
<li><p>Translation: who is admin on Transifex, how to merge the translations from Transifex to the Dolphin codebase, etc.</p></li>
<li><p>[Add your ideas here]</p></li>
</ul>
Emulator - Emulator Issues #6072 (New): Allow to change refresh rate on fullscreen mode under X11...https://bugs.dolphin-emu.org/issues/60722013-03-08T01:35:53Ztommantomman@gmail.com
<p>It's nice to see emulators that actually care about multimonitor setups, allowing the user to pick on which display where I want to run the emulator. Also it's nice to see XRandR support on mainstream X11 GPU video drivers to be mostly solid.</p>
<p>However, in my case, a interesting problem arises: My gaming setup is kinda unusual:</p>
<ul>
<li>Laptop panel [LVDS1]</li>
<li>Good ol' CRT TV plugged through a HDMI-to-CVBS converter box, since modern laptops no longer ship with S-Video outputs [HDM11]</li>
</ul>
<p>The HDMI converter box announces the following supported resolutions:<br>
HDMI1 connected 800x600+1366+0 (normal left inverted right x axis y axis) 160mm x 90mm<br>
1920x1080 60.0 +<br>
1600x1200 60.0<br><br>
1680x1050 60.0<br><br>
1280x1024 75.0 60.0<br><br>
1440x900 75.0 59.9<br><br>
1280x960 60.0<br><br>
1280x800 59.8<br><br>
1152x864 75.0<br><br>
1280x720 60.0<br><br>
1024x768 75.1 70.1 60.0<br><br>
832x624 74.6<br><br>
800x600 72.2 75.0 60.3* 56.2<br><br>
640x480 72.8 75.0 66.7 60.0<br><br>
720x400 70.1 </p>
<p>I've set my HDMI output to <a href="mailto:800x600@60.3Hz">800x600@60.3Hz</a>. This converter box in particular has a quite interesting flaw: it only outputs video if set to 60 or 75Hz, and in the case of 800x600, the other two refresh rates cause the box to just output NTSC test colorbars (Blame fly-by-night chinese OEMs, but noone makes HDMI CRT TVs nowadays...).</p>
<p>Now to the point: when I set Dolphin to run on HDMI1 at 800x600, start a game, then go fullscreen, it uses the XRandR extension to pick the proper video mode. After reading X11_Utils.cpp, when Dolphin requests 800x600 to XRandR, it returns a list of supported modes, and picks the first one of the list. In my case, as you can see on my commandline xrandr output, the very first mode is <a href="mailto:800x600@72.2Hz">800x600@72.2Hz</a>... which triggers the bug on my converter box, leading to no video, and therefore no game. The workaround in my case is to manually set the refresh rate using another application (for example, xrandr commandline, or the desktop environment monitor settings applet) after starting the game. Obviously this becomes quite annoying.</p>
<p>My idea would imply to<br>
1) Append the refresh rate (as specified by XRandR) into the supported video modes list on Video Settings, or<br>
2) Include a extra box to select the desired refresh rate independently of the video mode (The emulator should fallback to the nearest rate should the user introduce some out-of-range value for the desired resolution).</p>
<p>Have you searched the issue tracker for a similar issue?<br>
Issue 3631 describes a remotely similar case, but the bug reporter most likely was under Windows. Under X11, thanks to XRandR there is no such limitation.</p>
<p>What <em>version</em> of Dolphin were you using?<br>
Git master, built from source</p>
<p>64 or 32 bit Dolphin?<br>
64-bit</p>
<p>What Operating System were you using and what are your hardware<br>
specifications?<br>
Debian Wheezy/testing on a ASUS K53SD:</p>
<ul>
<li>Core i5-2450M (Sandy Bridge)</li>
<li>Intel HD3000 / nVidia GeForce 610M (through bumblebee/Primus)</li>
<li>6GB RAM / 750GB HDD
No-name HDMI-to-CVBS converter box plugged to a analog Samsung CRT TV</li>
</ul>
<p>64 or 32 bit Operating system?<br>
AMD64</p>
<p>Any other relevant information or links to logs:</p>