• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
« Previous 1 ... 331 332 333 334 335 ... 368 Next »

Can Severe Slowdowns in ZTP and Other Games be Fixed - Question to Developers..
View New Posts | View Today's Posts

Pages (2): « Previous 1 2
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Can Severe Slowdowns in ZTP and Other Games be Fixed - Question to Developers..
01-17-2010, 12:57 PM
#11
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
I noticed Hyrule Field runs full speed during the final fight with Ganondorf, is there any reason for this when considering the final fight is rendering as much of Hyrule Field as it does any other time or at least seems like it does?
Find
Reply
01-17-2010, 01:38 PM (This post was last modified: 01-17-2010, 01:39 PM by RupeeClock.)
#12
RupeeClock Offline
Dolphin Enthusiast
****
Posts: 445
Threads: 9
Joined: Dec 2009
Hyrule Field is composed of a lot of places, but thinking about it, the area where you fight Ganondorf, King Bulbin, and the title screen are all on the same section of Hyrule, the Bridge of Eldin.

For those specific scenarios, I suppose that the game only loads necessary parts of the map, as the beginning and end of those scenarios do not allow you to access any other part of Hyrule field.

And when you visit the area normally, it's just got enemies in it in the wide open space, all visible when distant.

Do you think maybe it's a disc streaming thing?
[Image: e33MT.gif]
[Image: 971934.png]
Find
Reply
01-19-2010, 02:04 AM
#13
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Hmm, the shader cache doesn't seem to speed up Hyrule field at all. I take it this commit wasn't supposed to fix that issue, or the actual problem was discovered to be something else..
Find
Reply
01-19-2010, 02:12 AM
#14
KHRZ Offline
Above and Beyond
*******
Posts: 1,527
Threads: 61
Joined: Mar 2009
Shader caching is just to prevent stuttering, it doesn't give any speed. (Ector was talking about vertex caching)
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
Website Find
Reply
01-19-2010, 02:16 AM
#15
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Oh, I thought by vertex caching, he meant vertex shader caching and I thought this commit might of offered some type of speed benefit for ZTP.. :/

It seems to have worked wonders for the slowdowns in Resident Evil 4.
Find
Reply
01-19-2010, 06:09 AM (This post was last modified: 01-19-2010, 06:10 AM by StripTheSoul.)
#16
StripTheSoul Offline
YouKittenMe?
*******
Posts: 4,639
Threads: 39
Joined: Oct 2009
hm...maybe there's an interesting point, that the final fight isn't slow. I dunno, but maybe the possibility of going out of Hyrule Field into other places is somehow coded and there's an issue making it slower than it should be?...just a guess...
Or maybe the enemies or some effect about them?
Otherwise, yeah, maybe a vertex cache would help...dunno how hard that is to code, though. Ask hrydgard ^^
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
Find
Reply
« Next Oldest | Next Newest »
Pages (2): « Previous 1 2


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode