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[wii] Zelda: Twilight Princess, vast areas == slowdown
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[wii] Zelda: Twilight Princess, vast areas == slowdown
05-17-2011, 09:04 AM (This post was last modified: 05-17-2011, 09:04 AM by killown.)
#1
killown Offline
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I am using the lastest SVN version for linux and I am noting some huge slowdown on hyrule field, seems vast areas makes the game run slower, some areas it runs at 200% speed though... do anyone know if there is a dolphin version wich fits better with zelda Twilight?
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05-17-2011, 09:14 AM
#2
Squall Leonhart Offline
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google it
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05-17-2011, 09:18 AM (This post was last modified: 05-17-2011, 09:21 AM by Xtreme2damax.)
#3
Xtreme2damax Offline
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This is a known issue, well not quite an issue, just that Hyrule Field requires a lot of CPU power and fast memory. The only thing you can do is right click the game on the game list, select properties and tick the box next to ZTP speedhack. That will make the game more playable in Hyrule Field, other than that there is not much that can be done.

Also next time perform a search, this "issue" and many other issues have been reported numerous times throughout several threads, and is even listed in the official discussion thread for this game located here: http://forums.dolphin-emu.org/showthread.php?tid=6498

Or here since you have the Wiii version: http://forums.dolphin-emu.org/showthread.php?tid=66
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05-17-2011, 09:20 AM
#4
Squall Leonhart Offline
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i wonder how much improvement could be gained through creating command lists
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05-17-2011, 10:16 AM
#5
NaturalViolence Offline
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Quote:i wonder how much improvement could be gained through creating command lists

Dlist caching doesn't help at all and I imagine command list caching wouldn't either. The only reason it slows down is because we don't have enough memory bandwidth.
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05-17-2011, 10:20 AM (This post was last modified: 05-17-2011, 10:23 AM by Squall Leonhart.)
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Squall Leonhart Offline
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dlist caching/command caching is not command buffers.

im talking about removing cpu overhead from the main thread by recording draw calls to the dx11 command buffer and playing them back to the main thread in real time.

copy to ram is not as bandwidth saturated as i thought.
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