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Low FPS on NetPlay for Super Mario Galaxy
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Low FPS on NetPlay for Super Mario Galaxy
10-01-2020, 09:16 PM
#1
Gamer
Unregistered
 
Okay so before anyone tells me this a duplicate thread or anything, hear me out. I thoroughly researched Google about my issue, but I couldn't find any that match mine. So here is my problem:
I have a friend who lives in the same country as me (a 2 hour flight from here), and we have a decent ping between 20-70 (rarely hits 120). I used the Transversal Server method to host NetPlay and gave him the code to join. I set the buffer to 20 initially (but even 99 buffer had the same problem) and tested it on Super Mario Galaxy (RMGE01). I get a good 60 fps on the title screen but as soon as I press A+B to get to the File select the FPS drops to an unbearable 7 fps and it's literally unplayable beyond that point. What's worse is that when I checked task manager, it seemed my GPU was hardly working on anything (and the file select when run in normal single player mode makes the GPU load shoot up to 60% as opposed to the measely 20-30% in NetPlay). Also, this issue exists even if I try to run Super Mario Galaxy on NetPlay without my friend connected. I surely have good hardware cause in Single player mode I easily hit 60 fps. But regardless, for those who want to know my hardware:

CPU: AMD Ryzen 5 3550H
GPU: AMD Radeon RX 560X (Mobile)
RAM: 8x1 DDR4 2400 MHz SODIMM
Storage: 512 GB NVMe SSD + 1 TB 5400 RPM External HDD

And here is my configuration of dolphin:
Dual core enabled
Allow mismatched region settings enabled
Speed limit 100%
Audio set to DSP HLE (fast)
Emulated CPU clock speed set to 400% (2916 MHz)
Emulated Memory Size set to 64M for MEM1 and 128MB for MEM2
Vulkan backend

Graphics:
Aspect ratio is Auto
V-sync enabled
Full screen enabled
Show FPS enabled
Render to main window enabled
Show NetPlay ping enabled
Shader compilation set to synchronous
Compile shaders before starting set
Internal resolution set to 3x for 1080p
Anti-aliasing set to none
Anisotropic filtering set to 16x
Scaled EFB copy enabled
Per pixel lighting enabled
Force 24 bit color enabled
Disable copy filter enabled
Arbitrary mipmap detection enabled
Ignore format changes enabled
Store EFB copies to texture only enabled
Store XFB copies to texture only enabled
Skip presenting Duplicate frames enabled
Fast depth calculation enabled
Disable bounding box enabled
Save texture cache to state enabled
Load custom textures enabled (I use an HD texture pack)
Prefetch custom textures enabled
Enable progressive scan enabled
Backend multithreading enabled

My friend's emulator config is identical and we use the same version of the emulator

Also his PC has nearly the same hardware except the GPU is a Nvidia GeForce GTX 1650 (Mobile)

Any ideas as to what is the problem?
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10-01-2020, 10:40 PM
#2
JosJuice Offline
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Turn off dual core. The special "deterministic dual core" mode which is used in netplay when dual core is enabled can be very slow when using EFB access from CPU, and this is a game that requires that feature.
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10-01-2020, 11:01 PM
#3
Gamer
Unregistered
 
(10-01-2020, 10:40 PM)JosJuice Wrote: Turn off dual core. The special "deterministic dual core" mode which is used in netplay when dual core is enabled can be very slow when using EFB access from CPU, and this is a game that requires that feature.

Thank you I will try this and let you know.
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