turn off ALL antialiasing and anisotropy filtering settings, set the resolution to the lowest setting, and check native resolution. using a 64 bit operating system also buys some fps.
Zelda Twilight princess issues -.-
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10-12-2009, 06:33 AM
(10-12-2009, 03:43 AM)rpglord Wrote: I am getting 20 fps in the most demanding area of the game-and that is huryle field after all areas have been cleared of darkness. Even on D3D for me, Hyrule beats the hell out of Dolphin.
:: System Specs ::
Operating System: Windows 7 Professional x64 Video Card: ATI Radeon HD 5770 CPU: AMD Phenom I X4 9550 RAM: 6GB DDR2 EXP Index: 999999.999999 10-12-2009, 06:50 AM
Quote:Could the severs slowdowns in ZTP for such places as Hyrule Field be attributed to a bug/problem similar to the bug that was causing severe slowdowns in the Deku Tree room in Zelda Windwaker? It could likely be a similar problem as the issue that cause severe slowdowns in the Deku Tree room in Windwaker, not necessarily the vertices being the source of the slowdown, the Gerudo Desert and Snowpeak are about the same size as Hyrule Field and they pretty much run full speed on the DX9 plugin with some minor fluctuations in FPS. This deserves some looking into, the problem may be rather simple to fix and not as complicated as what was originally thought. Could it be something that was overlooked or not looked into extensively enough? The areas you run through in Hyrule Field are no bigger in size than the Gerudo Desert or Snowpeak Mountain, then again appearance may be deceiving. Is there a way to see how many Polygons or Vertices are being rendered on a scene at once, so I can compare Hyrule Field to other faster areas that appear to be the same size as Hyrule Field? 10-12-2009, 06:57 AM
OGL > Options > View statistics
:: System Specs ::
Operating System: Windows 7 Professional x64 Video Card: ATI Radeon HD 5770 CPU: AMD Phenom I X4 9550 RAM: 6GB DDR2 EXP Index: 999999.999999 10-12-2009, 07:30 AM
(This post was last modified: 10-12-2009, 07:34 AM by Xtreme2damax.)
If someone wanted to give it a go at attempting to optimize the vertex loaders, what file(s) would affect this?
I want to know what files handles the vertex loaders, I'm interested in taking a look at the code despite not knowing what to do, perhaps with a little reading and minimal coding knowledge this might be able to be done. How involved would you say such a feat would be to accomplish and how much coding knowledge would be needed? Optimizing this aspect of the emulator could bring a significant speed increase to many games which exhibit these slowdowns. I'm willing to bet that if the slowdowns in Hyrule field can be solved, it would allow just about any game to run at full speed or close to full speed considering Hyrule Field in ZTP is one of the slowest if not slowest places of all the games. So far I have not seen any game which runs as slow as Hyrule Field does in ZTP. 10-12-2009, 08:01 AM
Caching the verticies would be one way.
:: System Specs ::
Operating System: Windows 7 Professional x64 Video Card: ATI Radeon HD 5770 CPU: AMD Phenom I X4 9550 RAM: 6GB DDR2 EXP Index: 999999.999999 10-12-2009, 08:17 AM
Is that difficult to do?
What source files would such a change need to be implemented into? Perhaps I should continue this in a separate thread, as it's not the most appropriate thing to ask questions in someones thread.
As far as I know this issue has already been fixed in dolphin r4353 but only in direct3d. Run any revision lower then this,choose direct3d with default settings,and you would get like 4-5 fps in huryle field. After revision 4353 I get like 20 fps in same areas.
Now you could also get this speedup before 4353 if you used a projection hack Its clearly some kind of bug in dolphin code / plugins,and nobody knows exactly what bug. Even rodolfoosvaldobogado ,altrough he actually fixed it by chance 10-12-2009, 09:59 AM
(This post was last modified: 10-12-2009, 10:02 AM by Xtreme2damax.)
Me and Omega were discussing something different, I'm already aware of the speedup when using the D3D plugin. There is still a hefty frame rate drop even with the D3D plugin although not as bad as with OpenGL.
After Goron mines FPS in Hyrule field was Ok'ish at 22 - 24 FPS, but later on Hyrule field dropped down to 13 - 15 FPS which is 15 - 17 FPS less than full speed and about 6 - 7 FPS than it was before. Me and Omega were discussing about vertex caching and optimization, I was inquiring how difficult it would be to implement and what source files handle vertex rendering in the D3D and OpenGL plugin. Despite my lack of coding knowledge I might look at it and hopefully learn something in the process. I just wanted to know what would be involved and how complicated it would be to implement, if something such as vertex caching and optimization can be implemented it could fix a lot of slowdown issues in several games offering a hefty increase in performance. As to why the developers haven't pursued this yet is beyond me, but it does sound quite interesting if it can be done.. 10-12-2009, 10:27 AM
That's strange. I happen to have a save after goron mines and later in the game when everything is cleared of darkness.
I get almost same speed as you after goron mines - 22-24 fps. However later on I get 19-21 fps. For me,difference between after goron mines and "later on" is 3-4 fps. For you,it's 9 fps. Can you specify exactly what region,when etc I can test. I never got anything even close to 15 fps,not to mention 13 fps. It's strange that we get same fps after goron mines,but big difference later ? It's probably got something to do with your pc...what are your pc specs ? Maybe later on it's get even more cpu heavy and your cpu can't handle it ? |
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