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Unhandled exception happen very frequently
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Unhandled exception happen very frequently
03-08-2017, 07:12 AM (This post was last modified: 03-08-2017, 07:20 AM by e2zippo.)
#1
e2zippo Offline
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Hey! Since maybe 3 months back or maybe more I'm getting a lot "unhandled exception" errors and in the end Dolphin crashes.
It seems related to high res textures somehow, but I feel like something's changed in the last months because it used to work flawlessy.

Most of the time I get it when booting the game, but just now I tried out Mario Sunshine with razius new texture pack, and I could play for maybe 4-5 minutes, after that, there it was again!
When using the Ocarina Of Time texture pack I get invalid read maybe half the times I boot the game

[Image: J4v0bCL.png]

Can any dev shed some light as to why this might happen, I've tried with and without prefetch custom textures and it does seem to happen more often when I use prefetch.

I think my specs should be fine.

CPU: Intel 4670K 3.6 Ghz
Memory: 8 Gb
GPU: Nvidia 1060 3Gb
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03-08-2017, 09:56 AM
#2
mstreurman Offline
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are you using cheats? turn off the tick in the general tab to see if that solves the issue.
Check my profile for up to date specs.
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03-08-2017, 04:27 PM
#3
e2zippo Offline
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(03-08-2017, 09:56 AM)mstreurman Wrote: are you using cheats? turn off the tick in the general tab to see if that solves the issue.

Didn't help, and I'm using AR / Gecko codes frequently so It's not really an option as well.

For me it's very of easy to replicate, almost always happen when I try to load OOT Collectors Edition with the load texture option, but it's not straight at boot. It happens when i choose OOT and The Zelda logo says reading game disc. Someone in the HD texture pack forum said that it might be my RAM, that 8Gb is not enough, but is that true even when I don't use prefetch?

Anyway, it's definitely related to HD textures somehow. 
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03-08-2017, 06:47 PM (This post was last modified: 03-08-2017, 07:00 PM by Admentus.)
#4
Admentus Offline
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(03-08-2017, 04:27 PM)e2zippo Wrote: Didn't help, and I'm using AR / Gecko codes frequently so It's not really an option as well.

For me it's very of easy to replicate, almost always happen when I try to load OOT Collectors Edition with the load texture option, but it's not straight at boot. It happens when i choose OOT and The Zelda logo says reading game disc. Someone in the HD texture pack forum said that it might be my RAM, that 8Gb is not enough, but is that true even when I don't use prefetch?

Anyway, it's definitely related to HD textures somehow. 

8 GB of RAM certainly is not enough to prefetch it. The whole pack is around 11 GB of required RAM. With 16 GB of RAM you should be good. Yeah, you could choose not to prefetch it or you could simply remove the texture's for the game you don't decide to use. The pack contains both Majora's Mask and Ocarina of Time, even when playing Ocarina of Time the textures for Majora's Mask are prefetched. Area's such as Clock Town could be removed if you don't intend to run Majora's Mask. Keep in mind that both games shares quite a few textures.

If you CPU is strong enough, you don't need to prefetch the textures of the Zelda 64 games. Normally you really need to prefetch to avoid insane lag, but the Zelda 64 games are not that demanding. However, I would recommend to use the CPU Clock Override at around 150% to 200%, especially with Majora's Mask since the Collector's Edition version of Majora's Mask lags insane even on real consoles. The Virtual Console version of Majora's Mask is much better optimized, although with the CPU Clock Override set properly the Collector's Edition version works just as smoothly. You can notice the lag especially in Clock Town. In fact, I was able to play through the whole of Majora's Mask (100% run) with the CPU Clock Override at 200% and Prefetch Textures disabled, at a solid 20 FPS with never a frame drop.

The Virtual Console version of Majora's Mask basically only has the disadvantage of having fewer grammar and glitch fixes and that the Free Camera function within Dolphin works horrible compared to the Collector's Edition version. A casual gamer would never notice the changes between the two versions, except for the Japanese version that is. It seems that the Japanese versions uses two save files just like on NTSC-U and PAL instead of three save files on the original N64 version and as well a whole bunch of other changes to be more similar to the NTSC-U version.
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03-08-2017, 10:31 PM (This post was last modified: 03-09-2017, 08:41 AM by e2zippo.)
#5
e2zippo Offline
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(03-08-2017, 06:47 PM)Admentus Wrote: 8 GB of RAM certainly is not enough to prefetch it. The whole pack is around 11 GB of required RAM. With 16 GB of RAM you should be good. Yeah, you could choose not to prefetch it or you could simply remove the texture's for the game you don't decide to use. The pack contains both Majora's Mask and Ocarina of Time, even when playing Ocarina of Time the textures for Majora's Mask are prefetched. Area's such as Clock Town could be removed if you don't intend to run Majora's Mask. Keep in mind that both games shares quite a few textures.

If you CPU is strong enough, you don't need to prefetch the textures of the Zelda 64 games. Normally you really need to prefetch to avoid insane lag, but the Zelda 64 games are not that demanding. However, I would recommend to use the CPU Clock Override at around 150% to 200%, especially with Majora's Mask since the Collector's Edition version of Majora's Mask lags insane even on real consoles. The Virtual Console version of Majora's Mask is much better optimized, although with the CPU Clock Override set properly the Collector's Edition version works just as smoothly. You can notice the lag especially in Clock Town. In fact, I was able to play through the whole of Majora's Mask (100% run) with the CPU Clock Override at 200% and Prefetch Textures disabled, at a solid 20 FPS with never a frame drop.

The Virtual Console version of Majora's Mask basically only has the disadvantage of having fewer grammar and glitch fixes and that the Free Camera function within Dolphin works horrible compared to the Collector's Edition version. A casual gamer would never notice the changes between the two versions, except for the Japanese version that is. It seems that the Japanese versions uses two save files just like on NTSC-U and PAL instead of three save files on the original N64 version and as well a whole bunch of other changes to be more similar to the NTSC-U version.

Thanks, although you're mostly talking about lag and stuff on just OOT and Majoras Mask. To use prefetch I need at least 16Gb of RAM,  that's OK. But I'm not using prefetch and still I get Unhandled Exception very frequently, and it's not just in Zelda Collectors Edition, I get it on every game where I just textures, just not as frequently,  but that's where it's most easy to replicate. 

The issue is probably not in the texture packs themselves, but something else, I'm just trying to pinpoint where.

Any dev who care to shed some light, can I provide any logs to better help understand what's going on?

Edit: Ok, done some testing, and with Dolphin 5.0 stable I haven't seen a single Unhandled Exception, I booted Zelda OOT with texture pack 10 times straight, worked flawlessy! So something has definitely changed. I'd be more than willing to help track down what's causing it, but I wouldn't know where to start. I would use 5.0 if it wasn't for bluetooth passthrough, but the errors has already begun in that version as well.
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03-09-2017, 10:00 AM
#6
Kurausukun Offline
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We have a bisecting tool for finding what revision broke a thing.
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03-09-2017, 07:27 PM
#7
e2zippo Offline
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(03-09-2017, 10:00 AM)Kurausukun Wrote: We have a bisecting tool for finding what revision broke a thing.

Doesn't really tell me what to do?

Should I open an issue on Github perhaps?

Not really getting anywhere here, and the issue seems to get worse for each new build, at least for me.
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03-09-2017, 07:41 PM
#8
Kurausukun Offline
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You said that 5.0 worked perfectly, so you would use the bisecting tool to repeatedly bisect the issue until you found the exact build that makes the undesirable behavior occur. The tool is very self-explanatory and generally tells you what to do.
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03-09-2017, 07:43 PM
#9
e2zippo Offline
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(03-09-2017, 07:41 PM)Kurausukun Wrote: You said that 5.0 worked perfectly, so you would use the bisecting tool to repeatedly bisect the issue until you found the exact build that makes the undesirable behavior occur. The tool is very self-explanatory and generally tells you what to do.

And is there a link, a guide how to do this perhaps?
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03-09-2017, 07:48 PM
#10
Kurausukun Offline
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My apologies--it seems the tool is still not fixed; it stopped working due to infrastructure changes, and Helios hasn't fixed it quite yet. But if you want to stay on top of it, here's the page. You could still do it manually, but honestly I'd just use whatever version of Dolphin doesn't crash until the tool is fixed.
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