Judging by the specs of your machine, this game should run at 100% speed regardless of what you've got the settings on. So, I'm guessing that your video card is not coming out of low power sleep mode. Maybe update your video card drivers or find a tool that tells you the clock rate that your video card is running at. It wouldn't hurt to do the same for your CPU clock rate too.
[Wii] Super Mario Galaxy
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07-06-2013, 04:12 PM
(07-06-2013, 01:38 PM)skid Wrote: Judging by the specs of your machine, this game should run at 100% speed regardless of what you've got the settings on. So, I'm guessing that your video card is not coming out of low power sleep mode. Maybe update your video card drivers or find a tool that tells you the clock rate that your video card is running at. It wouldn't hurt to do the same for your CPU clock rate too. Well, this is interesting. I dropped down to the latest stable build of Dolphin 3.5, and got a significant speed boost. Still, I'm getting lower speeds than I should. It tends to drop from 60 to 55 to 50 to 47 all at random. Oddly enough, changing to HLE doesn't seem to help the problem, but makes the sound glitch a lot more. I dropped the graphics settings down to as low as they'll go, and the framerate did not change. So, regardless of whether or not I bump up the graphics, I'll still get the same speed. I tested my CPU and GPU using CPU-Z and GPU-Z, respectively. They both appear to be working just fine (and they'd better! I just built this PC two days ago). Something more must be going on here, but I'm not sure what. Using the latest SVN build seems to be slower than the latest stable build, but is there a specific build number I should use to get this game to run better? Should I keep my eye on a few specific settings too?
For how long does it remain at 47fps (and where in game)? If it stays there for half a minute, then there is something wrong. If it's momentarily at 47fps, then that is normal. The emulator might be building shaders or compiling PPC code in that fraction of a second. I am guessing that you are using DX9 with the latest development version and do have real xfb disabled? And all of the options in the game properties are also disabled?
07-06-2013, 04:51 PM
(07-06-2013, 04:36 PM)skid Wrote: For how long does it remain at 47fps (and where in game)? If it stays there for half a minute, then there is something wrong. If it's momentarily at 47fps, then that is normal. The emulator might be building shaders or compiling PPC code in that fraction of a second. I am guessing that you are using DX9 with the latest development version and do have real xfb disabled? And all of the options in the game properties are also disabled?It's in the very beginning of the game, and I can't seem to get it to reliably run above 80% speed. I'm not sure why, since Xenoblade (a very graphically taxing game) just works so impressively well. I'm using the exact same settings that I use for Xenoblade, and the difference in performance just baffles me. I am currently using DX9, the external frame buffer is disabled, and I'm using version 3.5-1574 of the emulator. I didn't touch any of the options in the game properties. There must just be a setting that Galaxy is sensitive to, I guess. But what could it be? Update: Well, how about that? I managed the game to run perfectly, and all I did was change one setting I had ignored previously. I don't know why, but having EFB copies set to RAM resulted in Galaxy having so much trouble running. I changed it to Texture and everything is fine now. Even with DSP LLE, it runs perfectly. Sorry for the trouble! 07-21-2013, 01:40 AM
I'm having some issues getting this to run well with music (LLE recompiler). If I use DSP HLE emu it runs at full speed, but any other setting is causing me a lot of slowdowns. I'll list my current settings below in the hope that I'm overlooking something. The game is fine without music, I suppose, but it's lacking a lot of its charm.
My Settings (listing only what is enabled): **Genral** X Enable Dual Core X Enable Idle Skipping Framelimit: Auto X JIT Recompiler **Audio** X DSP HLE emulation (fast) - (recompiler causes slowdown) -- DSP LLE on Thread was causing freezes X Dolby Pro Logic II decoder OpenAL backend w. 30 Latency **Graphics** D3D9 1920x1080 w/ Auto aspect X V-Sync X Use Fullscreen **Enhancements** Internal Res: Auto (Multiple of 640x528) AA: None AF: 1x X Scaled EFB Copy **Hacks** X Ignore Format Changes EFB Copies: X Texture Texture Cache: Fast External Frame Buffer X Disable X Cache Display Lists X OpenMP Texture Decoder Under game properties I have "Accurate VBeam Emulation checked Any help is much appreciated! 07-21-2013, 02:18 AM
Your CPU is too weak for SMG + LLE
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
07-21-2013, 02:51 AM
Actually, I just changed the internal resolution to 1x Native and set AA to 9x SSAA which retained pretty much the same image quality and seems to be running at full speed with DSP LLE recompiler running on thread.
I just experienced a freeze accompanied by audio buzzing, though. Any one know what could be causing that? 07-21-2013, 04:06 AM
(07-21-2013, 02:51 AM)spacemonkeynation Wrote: DSP LLE recompiler running on thread. "LLE on Thread" is known to cause freezes in some games. SMG is one of them
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
11-25-2013, 03:51 PM
(This post was last modified: 11-25-2013, 04:15 PM by Darkness Knight.)
Hi guys, with dolphin (master) v4.0-421 x64 and the option efbtoram enabled SMG is speed boost! (60fps), i have issues of speed with efbtotexture (49-60fps), and the plugin OGL is laggy for me (vertex streaming hack enabled), Direct3D work good (No AA):
efbtotexture: efbtoram: Here my configuration: Core: Graphics Salu2 - Darkness Knight
CPU: Core i7 4770k @ 3.9GHz
GPU: Geforce GTX1070 @ v511.79 SPU: X-Fi Titanium Fatal1ty Pro @ XP 2.17.0001.8 O.S: Win10 21H2 x64 http://https://www.youtube.com/c/RetroGamingX1 |
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