Emulator Issues #7576
Dolphin stops responding whenever games are loaded with a post-processing effect already on
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.
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.
What's the problem? Describe what went wrong in few words.
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.
What did you expect to happen instead?
Normal startup but with post-processing.
What steps will reproduce the problem?
1. Open Dolphin and switch to OpenGL graphics backend.
2. 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.
3. Start any of the listed games.
Which versions of Dolphin did you test on?
4.0-2595 (current), 4.0-2301, 4.0-1306, 4.0-513, 3.5-1679
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?
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.
What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
-Windows 7 64 bit
-GeForce GTX 660 Ti
Is there any other relevant information? (e.g. logs, screenshots,
-It happens 100% of the time for the games listed.
-I suspect this is graphics card specific since I'd probably have heard this by now if it were universal.
-The post-processing effect can be enabled without issue afterward; this is just a very odd thing that is just inconvenient to work around.
#3 Updated by crozhon almost 6 years ago
I get the same bug compiling the latest source (4.0-2636).
- Windows 8 64 bit
- Core i7-3630QM 2.40Ghz
- GeForce GT-650M
I tried finding the source of the problem with the VS debugger, but I don't know enough about the codebase or disassembly to figure it out. It starts with an access violation reading address 0x0014CFF6800. Followed by several more access violations. It appears that the program handles these exceptions for awhile, until another access violation comes up at 0x0 and is unhandled.
#5 Updated by mbc07 over 5 years ago
Just found this issue report and I'm now thinking it have something related to nVidia Optimus. My system specs are almost the same from comment #3, except that I have a GT 635M.
I usually use the FXAA shader included in Dolphin. Many of my games crash at boot with "Dolphin stops responding" if I use OGL in the nVidia Card with the shader already enabled, however, if I boot the game with shaders disabled and enable it while the game is already running or if I use Intel HD Graphics 4000 instead of GT 635M, I don't get any crash and the shader works.
As far as I remember, this issue is not reproducible with Super Mario Galaxy 1/2 and Just Dance games (they just works), but it causes crashes at boot with all other games I own...