Hi there everyone,
I'm going through Paper Mario The Thousand Year Door for the first time, and overall the game has run extremely smooth. There is a slightly audio tear between screens, that I'm trying to fix but the main issue is this section in the train station. When I get into the elevator it begins to slow down, and with the amount of creatures at the bottom. I believe it's causing a big slow down.
I went to the wiki to get the settings, and it's a little better. It was dropping down to 11% speed and now it goes down to 66%. However if any one has has any ideas, on how to get it passed this bit without it stuttering I'd be really grateful.
I've included a video for you to have a look, just in case you need it:
I have it on Direct3d12 but Direc3D11 and OpenGL do the same thing.
My adapter is my NVIDIA GeForce GTA 1660 Ti
I have V-Sync on.
I upped it to x3 resolution but native or x2 do the same thing.
In hacks I have Skip EFB Access from CPU, Ignore format changes, defer EFB copies to RAM, Store XFB copies to texture only, skip presenting duplicate frames, and the 4 other options all turned on.
https://youtu.be/s0BRH5MdP5E
Thank you for any help you can provide!
--TheeDrewGamer
I'm going through Paper Mario The Thousand Year Door for the first time, and overall the game has run extremely smooth. There is a slightly audio tear between screens, that I'm trying to fix but the main issue is this section in the train station. When I get into the elevator it begins to slow down, and with the amount of creatures at the bottom. I believe it's causing a big slow down.
I went to the wiki to get the settings, and it's a little better. It was dropping down to 11% speed and now it goes down to 66%. However if any one has has any ideas, on how to get it passed this bit without it stuttering I'd be really grateful.
I've included a video for you to have a look, just in case you need it:
I have it on Direct3d12 but Direc3D11 and OpenGL do the same thing.
My adapter is my NVIDIA GeForce GTA 1660 Ti
I have V-Sync on.
I upped it to x3 resolution but native or x2 do the same thing.
In hacks I have Skip EFB Access from CPU, Ignore format changes, defer EFB copies to RAM, Store XFB copies to texture only, skip presenting duplicate frames, and the 4 other options all turned on.
https://youtu.be/s0BRH5MdP5E
Thank you for any help you can provide!
--TheeDrewGamer