Greetings. I am new to this form, but I've done some looking around before going on to post here. I just don't see as much reporting on the Android performance issues of this game.
I am trying to play Paper Mario: the Thousand-Year Door , on my Samsung Galaxy S22 Ultra (got it a month ago - I'm finally getting into mobile gaming!).
512GB Snapdragon variant, so specs (to my knowledge) are:
Dolphin Dev Builds used: 5.0-16380 & 5.0-16391 (from Dolphin site, used when I saw them & as available by days)
Model: SM-S908U
Qualcomm SM8450 Snapdragon 8 Gen 1
Octa-core CPU
Adreno 730 GPU
12GB RAM, 512GB storage
Vulkan backend, default resolution
usually on idle, my phone runs with 5GB of RAM free.
So far, the game runs well, especially with my 8bitdo SN30 Pro+ (though when I try mapping the C-Stick it just registers as Axis 11+ when I move my right stick Up, Down, and Right, & Axis 14+ for the Left direction).
Though I quickly noticed slowdown whenever Mario goes down a pipe, activates & using his airplane form... basically when some paper-y stuff happens in-game. Though, I don't recall it when using the sideways shimmy on the R button.
I was somewhat willing to look past it & just appreciate the work done towards accuracy... until I had beaten the first boss, and gotten to the first Bowser intermission, where the game slows down to the 10s of frames (11-15fps) right after Bowser closes in on the view in his clown-ship.
I have tried a variety of options - Enabling MMU, Enabling/Disabling Bounding Box (since I heard it also happens on Nvidia PC GPUs), I'm compiling shaders before game start- and trying to select some things that were boldened out to me in options while it was running, like Defer EFB Copes to RAM, Ignore Format Changes, and still no results. Even worse, I believe after my first time encountering this issue, whenever Bowser leaves the castle, leaving a hole in the wall, the wall is visually bugged. (Screenshot included)
I've attached my logs as well in case that will help. Would it be ok if I also attached my save file so someone can easily replicate on their Android?
I doubt there's really a fix at this point, though I thought it was worth bringing this up. Maybe, like I've read, its an issue with Android GPU drivers. Hopefully there is a fix or this can get worked on.
I am trying to play Paper Mario: the Thousand-Year Door , on my Samsung Galaxy S22 Ultra (got it a month ago - I'm finally getting into mobile gaming!).
512GB Snapdragon variant, so specs (to my knowledge) are:
Dolphin Dev Builds used: 5.0-16380 & 5.0-16391 (from Dolphin site, used when I saw them & as available by days)
Model: SM-S908U
Qualcomm SM8450 Snapdragon 8 Gen 1
Octa-core CPU
Adreno 730 GPU
12GB RAM, 512GB storage
Vulkan backend, default resolution
usually on idle, my phone runs with 5GB of RAM free.
So far, the game runs well, especially with my 8bitdo SN30 Pro+ (though when I try mapping the C-Stick it just registers as Axis 11+ when I move my right stick Up, Down, and Right, & Axis 14+ for the Left direction).
Though I quickly noticed slowdown whenever Mario goes down a pipe, activates & using his airplane form... basically when some paper-y stuff happens in-game. Though, I don't recall it when using the sideways shimmy on the R button.
I was somewhat willing to look past it & just appreciate the work done towards accuracy... until I had beaten the first boss, and gotten to the first Bowser intermission, where the game slows down to the 10s of frames (11-15fps) right after Bowser closes in on the view in his clown-ship.
I have tried a variety of options - Enabling MMU, Enabling/Disabling Bounding Box (since I heard it also happens on Nvidia PC GPUs), I'm compiling shaders before game start- and trying to select some things that were boldened out to me in options while it was running, like Defer EFB Copes to RAM, Ignore Format Changes, and still no results. Even worse, I believe after my first time encountering this issue, whenever Bowser leaves the castle, leaving a hole in the wall, the wall is visually bugged. (Screenshot included)
I've attached my logs as well in case that will help. Would it be ok if I also attached my save file so someone can easily replicate on their Android?
I doubt there's really a fix at this point, though I thought it was worth bringing this up. Maybe, like I've read, its an issue with Android GPU drivers. Hopefully there is a fix or this can get worked on.