The slowdown happens while the game draws the ingame map. it does this by renderering all of the ground triangles using differing texturing environments(hope i correctly interpreted texenv from the sources). Every time the texturing environment is changed, dolphin does a flush of the video pipeline, with is pretty costly.
Hyrule field consists over all of 127 000 triangles, which the game draws to the map in chunks of 9-10 triangles, leading to 12 700 video pipeline flushes per frame.
I made the relevant function not emit the pipeline flush on texture environment change, instantly increasing framerate by 200%(and making my lowly system limited by emulating the virtual cpu again), but i get some graphical glitches especially in text rendering, and the map is sometimes missing the walls. Otherwise, gameplay is not affected
.
I am not a dolphin developer, but from what i see, i think this problem will need some redesign in the gpu emulation, so fixing this will probably take some time.
Hyrule field consists over all of 127 000 triangles, which the game draws to the map in chunks of 9-10 triangles, leading to 12 700 video pipeline flushes per frame.
I made the relevant function not emit the pipeline flush on texture environment change, instantly increasing framerate by 200%(and making my lowly system limited by emulating the virtual cpu again), but i get some graphical glitches especially in text rendering, and the map is sometimes missing the walls. Otherwise, gameplay is not affected
.I am not a dolphin developer, but from what i see, i think this problem will need some redesign in the gpu emulation, so fixing this will probably take some time.

( And a little English )


![[Image: qqw.png]](http://i655.photobucket.com/albums/uu272/narot/qqw.png)