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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Hyrule Field Slowdown Observation
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Hyrule Field Slowdown Observation
07-09-2010, 06:32 AM
#461
Xtreme2damax Offline
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@StripTheSoul: Yeah, just uploaded a build the other day.
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07-09-2010, 07:35 AM
#462
fircrestsk8 Offline
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strip, i merged the patch with rodolfo's revision. He modified some of the same files as me, so the conflicts had to be resolved. He appears to have gotten most of the colors to print correctly to the map, but my initial tests suggest that it runs a few frames slower than the original copy to texture (still faster than copy to RAM, and i think it looks better too). I got an older build with my hack and JIT Integer reverted to run at about 17 fps with EFB-to-RAM and 21 fps with EFB-to-texture. The newer revision runs at about 19 fps (with JIT Integer reverted). Note these speeds are really rough and i got them by running the game in a pretty small window.

I'll post a new patch for the new revisions as soon as i finish making some additions i mentioned earlier.

Obscure, thanks for the heads up, that's good to hear. I'm still gonna try a couple things to maybe squeeze out an extra frame or 2.
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07-09-2010, 07:53 AM
#463
Xtreme2damax Offline
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I wonder if caching textures and/or vertices to disk would also have any benefit, like with caching shaders? This might also be something to look into in the near future. Although if functions such as pipeline flushes, fifo can be optimized enough where there would be little to no impact on performance then there wouldn't be a need for what I just mentioned. Nodchip seemed to be concentrating on framebuffer textures earlier in this thread as the culprit, might also be worth looking into.
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07-09-2010, 09:10 AM
#464
darkshadw Offline
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Yeah preload :p.
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07-09-2010, 02:58 PM
#465
skid Offline
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(07-09-2010, 07:53 AM)Xtreme2damax Wrote: I wonder if caching textures and/or vertices to disk would also have any benefit, like with caching shaders? This might also be something to look into in the near future.

Caching textures would be the same functionality as using high resolution textures. Does the use of high res textures speed up the emulator?
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07-09-2010, 03:07 PM
#466
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I don't know, I never used high resolution textures. I was just making suggestions or throwing ideas out there, I'm not a coder so I have no idea how things work beyond simply using the emulator.
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07-09-2010, 09:46 PM (This post was last modified: 07-09-2010, 09:46 PM by darkshadw.)
#467
darkshadw Offline
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And no, high textures makes the emulator slower :p.
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07-09-2010, 11:11 PM
#468
jakeslogan Offline
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Idk if it's really make the emulator slower, whether turning it on or off gives me the same FPS.
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07-09-2010, 11:27 PM
#469
skid Offline
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(07-09-2010, 09:46 PM)darkshadw Wrote: And no, high textures makes the emulator slower :p.

Even if low res textures are used?
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07-10-2010, 12:15 AM
#470
StripTheSoul Offline
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@ jakeslogan: Of course...because it doesn't do anything as long as there is no hirez texture pack available.

@ skid: Well, maybe in this case it would help, since the main problem of Hyrule Field seems to be the constant loading of all the textures of the whole field...so if they were already loaded in some cache...?
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