![]() Dolphin has to translate those effects into shaders, and shaders have to be compiled, which takes time. In the GameCube/Wii GPU's case, configurations aren't stored in memory, and they can be called instantly. They can be preconfigured, since the hardware will never change. Consoles have fixed hardware, unlike PCs, so their shaders aren't written in the same way. Understand so far? Okay, so here's the problem with emulating shaders.
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