Rogue squadron 2 at least for me has a lot of non shader generation lag in my experience especially going in or out of cockpit for like targeting computer. I never had problem with melee though related with stuttering though that I can remember since ubershader release, but I had stutter from storage limits when I had dolphin on a flash drive which is the one the reason it on a portable ssd(the other reason is it smaller and more durable then a portable hard drive). Making sure there nothing else in the background going on can help also. It possible one of the setting like Per Pixel Lightning or Speed Up Disk Transfer could be cause more lag but I don't use those setting or know enough about them to be able to say either way. It possible with the 4x ssaa(ssaa if I remember upscale then downscale to remove aliasing) and 3x ir cause a 12x in effective gamecube resolution and possibly sync ubershaders(you never said which ubershader option your using) is causing it to lag as well since it might be over what you graphic card might be able to handle.
Lag Free dolphin experience with Ubershaders?
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04-30-2021, 12:09 AM
I use Ubershaders Async, however none of the four options fix the issue I described here.
I have compile shaders at start checked too.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 16GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver [color=#00ff00]WHQL[/color] 05-02-2021, 02:36 AM
Even with shaders compiled ahead of time, there's some GPU state that graphics APIs expose separately to shaders, but which is actually implemented by modifying your shaders. A good example for illustration (although it won't apply to Dolphin) is the deprecated fixed-function alpha test in OpenGL. You can enable and disable alpha testing and its parameters separately to changing shaders, but when you do, the driver will effectively tack on some extra code that does the alpha test onto the end of the shader you're using and compile/relink it. If it's a big shader, this can cause a stutter.
If you use modern graphics APIs, there's a lot less state that's like this (or at least like this under the hood despite looking like it's not to the programmer), and Dolphin's developers are very good at what they do, so I don't imagine it's a problem very often, but it does mean it's theoretically possible for there to be stutter-causing shader compilation at runtime even with ahead-of-time caching and ubershaders.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT 05-04-2021, 02:04 AM
(This post was last modified: 05-04-2021, 02:04 AM by hyperspeed.)
Which is a shame bc 5.0 didn't had that issue nor Isshiruuka with async shaders.
After I upgrade my PC will see if it improves.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 16GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver [color=#00ff00]WHQL[/color] 05-04-2021, 03:23 AM
You could try a clean portable installation of dolphin. All you have to do is unzip the current builds and put a portable.txt file in the folder. I try with my laptop which has a i7 7700hq and gtx 1070 and didn't have problems with that game. I mentioned this in a previous post but updating graphic card drivers could help also.
05-04-2021, 08:30 AM
Yup I know about portable, it is what use and I have always used it, I loved it.
Yeah but your laptop has a 1070 with i7 7700hq, mine has the 7700hq but is with an 1050ti, will try it again though when I get my laptop back, now I got a SSD for it too so it may help.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 16GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver [color=#00ff00]WHQL[/color] |
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