• 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 ... 141 142 143 144 145 ... 369 Next »

Hyrule Field Slowdown Observation
View New Posts | View Today's Posts

Pages (74): « Previous 1 ... 56 57 58 59 60 ... 74 Next »
Jump to page 
Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Hyrule Field Slowdown Observation
08-05-2010, 10:02 PM
#571
kiesel-stein Offline
Junior Member
**
Posts: 14
Threads: 0
Joined: Apr 2010
(07-20-2010, 06:09 PM)fircrestsk8 Wrote: I'm actually talking about the minimap, the one that is in grayscale when using EFB Copy to Texture! Basically the first thing done each frame is that a very small gray circle (16pixels X 16 pixels) is drawn over and over again (by setting it as the active texture and flushing loads and loads of vertices) in order to shape the current minimap (actually, this only shapes the background of the map). Once this is complete, the EFB is copied to some location in memory and cleared. Then the rest of the frame begins drawing, and at some point later, the map is drawn back to the frame as a texture in its proper place. Right after this things like the location indicator, etc. are drawn to the map.

At least in the GC version, the location indicator is drawn at the same time as the rest of the minimap, not added later. This can be seen in the attached snapshots of the efb just before clearing. The colors are probably added later using a palette. There is the possibility of the game copying the frame out and in again just after targ2317, but i doubt that.


Attached Files Thumbnail(s)
       
Find
Reply
08-06-2010, 01:20 AM
#572
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
It's weird that the patch only fixes this one game, the patch doesn't affect speed at all with any other game.
Find
Reply
08-06-2010, 07:13 AM
#573
obscured Offline
Senior Member
****
Posts: 317
Threads: 1
Joined: May 2010
Be advised that svn6060 broke the patch when he moved the check box to the game properties.
Intel I5 2500k 4.6Ghz@1.34v w/ Noctua NH-D14
Asus P8P67 Pro
OCZ Agility 2 60GB SSD
G. Skill RipJaw X 8GB 1600
EVGA GeForce GTX 560 Ti Superclocked
Creative X-Fi XtremeGamer Fatal1ty Pro
Thermaltake ToughPower 750W
Rocketfish Aluminum Full Tower Case
Find
Reply
08-06-2010, 07:38 AM (This post was last modified: 08-06-2010, 08:10 AM by Xtreme2damax.)
#574
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
(08-06-2010, 07:13 AM)obscured Wrote: Be advised that svn6060 broke the patch when he moved the check box to the game properties.

You are correct, there is likely an issue with the option such as with the checkbox state in the game configuration not enabling the hack in bpstructs.cpp.
I think I found the issue, compiling and going to test in a few.
Well that wasn't the problem..
Find
Reply
08-06-2010, 01:31 PM
#575
fircrestsk8 Offline
Junior Member
**
Posts: 19
Threads: 0
Joined: May 2010
Just Committed a fix for the hack, it now works from the game properties menu (Wish i woulda thought of that...) Smile

Hmmm... I'm not familiar with Gecko code at all, anybody know where i might find some info on it?

Good to see you back kiesel, unfortunately the thread isnt letting me get to your EFB images yet Sad That would, however, explain why the mini map is being drawn every frame (since the location arrow might change at any time).
Windows 7 64-bit professional
Intel Core2 Duo E7400
nVidia 9800 GTX+
6 GB Ram

Find
Reply
08-06-2010, 01:49 PM
#576
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Something that I remembered again, I believe nodchip mentioned something about frame buffer textures earlier in this thread, but not much else was mentioned or discussed about that. Is there any idea why only ZTP suffers from this issue and other games don't, it there something that isn't implemented or implemented correctly that is causing this or are pipeline flushes expensive and there is no other way to get around this issue without using a hack?
Find
Reply
08-29-2010, 01:18 PM
#577
obscured Offline
Senior Member
****
Posts: 317
Threads: 1
Joined: May 2010
Can someone else confirm/test that the newest svn builds have taken a 10-15% speed decrease for hyrule field and the patch? I tested 6142.
Intel I5 2500k 4.6Ghz@1.34v w/ Noctua NH-D14
Asus P8P67 Pro
OCZ Agility 2 60GB SSD
G. Skill RipJaw X 8GB 1600
EVGA GeForce GTX 560 Ti Superclocked
Creative X-Fi XtremeGamer Fatal1ty Pro
Thermaltake ToughPower 750W
Rocketfish Aluminum Full Tower Case
Find
Reply
08-29-2010, 06:33 PM
#578
sNk Offline
Member
***
Posts: 169
Threads: 4
Joined: Nov 2009
(08-29-2010, 01:18 PM)obscured Wrote: Can someone else confirm/test that the newest svn builds have taken a 10-15% speed decrease for hyrule field and the patch? I tested 6142.

yes thats right. on older revisions i have permanently 30 fps

on 6136 i have 22-26, but still playable at 80% of speed.
AMD FX-6300 @ 4,4 GHZ, 1,35v (watercooled) : http://www.myimg.de/?img=cpu3eb3c.jpg
Geforce GTX 750Ti - 4g
dolphin benchmark: http://www.myimg.de/?img=test41e6d.jpg
Find
Reply
08-29-2010, 06:34 PM
#579
Lectrode Offline
1 Kid, 1 Laptop... yeah we're screwed =P
****
Posts: 559
Threads: 3
Joined: May 2010
(08-29-2010, 06:33 PM)sNk Wrote: yes thats right. on older revisions i have permanently 30 fps

Older as in which revisions?
[Image: sig.png]

[Image: 1339673.png]
Website Find
Reply
08-29-2010, 06:38 PM (This post was last modified: 08-29-2010, 06:39 PM by sNk.)
#580
sNk Offline
Member
***
Posts: 169
Threads: 4
Joined: Nov 2009
r5000 - r5500, but on those the maps are not working correctly...

on 5800+ the maps are working with copy efb to ram. with copy efb to texture there is no big speed improovement and the maps are not working.
AMD FX-6300 @ 4,4 GHZ, 1,35v (watercooled) : http://www.myimg.de/?img=cpu3eb3c.jpg
Geforce GTX 750Ti - 4g
dolphin benchmark: http://www.myimg.de/?img=test41e6d.jpg
Find
Reply
« Next Oldest | Next Newest »
Pages (74): « Previous 1 ... 56 57 58 59 60 ... 74 Next »
Jump to page 


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


Users browsing this thread:



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode