Hi! I found that this game has massive framedrops with the default settings, but that disabling Dual Core makes it run at a perfect 60 FPS. I'm on a OnePlus 9 Pro (Snapdragon 888, 12 GB RAM), running Android 13. I don't know if this is limited to my CPU, to CPUs with a 3-tier design (1 prime core, 3 big cores, 4 little cores), or a general issue, but it should probably be included in the wiki or default settings (if it proves to be a general issue, in the latter case).
Settings in Megaman Network Transmission
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11-29-2022, 12:05 AM
(This post was last modified: 11-29-2022, 12:05 AM by ExtremeDude2.)
It probably has something to do with your phone idling, have you tested any other games?
11-29-2022, 12:09 AM
Quote: it should probably be included in the wiki or default settings Dolphn's settings are as fast as possible by default, we will only enable a costly option by default for a specific game if there is a known severe issue that said option will correct. In the case of Mega Man Network Transmission, there are no overrides active. It is already running at the absolute fastest possible settings by default. If you want to improve its performance, you should look at your phone, not Dolphin. (Or your own Dolphin settings, you may have turned on DSP LLE or something for all I know.) If you want to make note of your performance issue on the wiki, please add a testing entry for Network Transmission. Making note of device specific performance challenges is the exact purpose of that section. AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
11-29-2022, 01:23 AM
(11-29-2022, 01:10 AM)MayImilae Wrote: Dolphn's settings are as fast as possible by default, we only enable a costly option by default for a specific game if there is a known severe issue that said option will correct. In the case of Mega Man Network Transmission, there are no overrides active. It is already running at the absolute fastest possible settings. If you want to improve its performance, you should look at your phone, not Dolphin. Of course. I understand that logic. I just wanted to leave a note for anyone who might have the same issue. Especially because it doesn't seem to be an issue with CPU/GPU power. VPS and Speed remained at 100% at all times even with Dual Core enabled, but FPS (and, subsequently, actual game speed, not just smoothness) dropped to 30–40. Disabling Dual Core made it run at full speed. Of course, it might not be the best default option for every use case (hence my raising the issue), but I've had this phone for almost 2 years and I could only get the game running decently now, which wouldn't have been the case if there was a wiki entry (or testing section entry, sure) stating that, in some cases, disabling Dual Core might actually improve performance (instead of trading performance for accuracy/compatibility, which is what I've always thought it to do). How do I go about adding a testing entry? Thanks in advance.
If you are getting more performance in Single Core, then it definitely smells like you are running into a scheduling issue. In that case, Dolphin's CPU usage running Network Transmission is so low that the OS thinks we're not doing anything, lowering clocks. But Dolphin's load per frame is highly variable, so when it comes time to push a bit harder, we're now stuck at lower clocks and the CPU chokes. This kind of issue is fairly common on mobile devices.
One thing to try would be to lower your internal resolution, in case it is GPU time out related. That's the usual cause of issues like this. But since you said Single Core is making it faster, I think the game is just so light that making it Single Core is helping the OS realize that yes, we do in fact need higher clocks. If that assumption is true then devices newer than your own will be more likely to encounter this issue, not less, and it will affect more and more games as Android devices get faster. But so far I've not heard any other instances where disabling Dual Core made a game go faster, even on Android. This is definitely interesting and worth exploring, but so far I think this is isolated to this game and to your device, at least for now. Try to see if you can change this behavior with various Dolphin and Android settings. I can't personally walk you through Android settings to change, but others on this forum can help you with that. EDIT: Try the original Animal Crossing, if you have it. It is the lightest game I can think of (it is an N64 game after all), so it would prove a nice test case for the "it's just too easy" theory. Quote:How do I go about adding a testing entry? You need edit rights to the wiki. There's a thread for that. Once you have it, go to the page and go to the Testing section, and press edit. There's a template, so copy paste the template above the existing entries and edit it with your information. Though, please hold off on adding a testing entry until some people who know Android way more than I do get the chance to walk you through some potential solutions. AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
11-29-2022, 05:24 AM
(11-29-2022, 01:28 AM)MayImilae Wrote: If you are getting more performance in Single Core, then it definitely smells like you are running into a scheduling issue. In that case, Dolphin's CPU usage running Network Transmission is so low that the OS thinks we're not doing anything, lowering clocks. But Dolphin's load per frame is highly variable, so when it comes time to push a bit harder, we're now stuck at lower clocks and the CPU chokes. This kind of issue is fairly common on mobile devices. I do have the original US version of Animal Crossing. It was the game that made me buy an Action Replay that included Freeloader for my EU GameCube at the time, as a matter of fact. I'll dump it when I can fire up my hacked Wii and try it. Maybe Ocarina of Time is a nice test case as well. However, I have a different hypothesis that could be worth investigating: as I said earlier, when the VPS and speed % metrics were introduced, I noticed that FPS, VPS and Speed were at 30–40, 60 and 100%, respectively, with the actual in-game speed matching the FPS value (that is, around half speed), and not the VPS/%. This made me think it could be a synchronization issue, since my device only has one prime core (X1), meaning it wouldn't have two cores running at the same speed unless it was smart enough to offload the game to two A78 cores (which would still be more than fast enough to run the game at full speed) instead of trying to use the X1 core along with an A78 core (I'm assuming it wouldn't be stupid enough to put it on two A55 cores or something). This is what prompted me to try and disable Dual Core. However, it's definitely not proof that I'm right, your hypothesis makes just as much sense. Is there any way to check if it might hold water? Any other test case? 11-29-2022, 06:21 AM
11-29-2022, 08:09 AM
(11-29-2022, 01:28 AM)MayImilae Wrote: EDIT: Try the original Animal Crossing, if you have it. It is the lightest game I can think of (it is an N64 game after all), so it would prove a nice test case for the "it's just too easy" theory. These pictures speak for themselves: 36 FPS Dual Core, 60 FPS Single Core. I couldn't replicate Network Transmission's FPS/VPS mismatch, though (also included). 12-02-2022, 06:00 AM
(This post was last modified: 12-02-2022, 06:00 AM by Shady Guy Jose.
Edit Reason: Typo
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On further testing, disabling Dual Core actually fixes a few framedrops in other games as well, which I'd lived with until now because they were sporadic and I just assumed the games were too heavy or that I was pushing the GPU too far in terms of resolution. Disabling Backend Multithreading in Vulkan may or may not help, I haven't been able to test it enough to be sure yet. I'm close to making Single Core the default option and enabling Dual Core on a per-game basis instead of doing the opposite, since so far I've had more games get better by disabling Dual Core than the opposite.
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