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Full Version: Hyrule Field Slowdown Observation
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iziah

Hey also there is no grass ever. imean i know its there because if i swing in an area that i know there is grass in money and hearts pop up but still..... wtf i never noticed that.... and i get no lag at all in hyrule field ever my pc aint that grate either. wth maby u guys have a broken rom
(06-15-2010, 03:05 PM)mastergrim Wrote: [ -> ]I have downloaded the patch but am unsure of how to install it any help would be great

You have to compile it with Dolphin :p.
(06-16-2010, 10:49 AM)Xtreme2damax Wrote: [ -> ]Well I say lets just throw some theories out there and let's see which one is actually correct. In response to Xtra.KrazzY, I posted the following as a comment for this commit.

Quote:@XTra.KrazzY, according to what I profiled upon request by skidau the issue with Hyrule Field appeared to be caused by the fifo or Fifo_EnterLoop function, profiling revealed Fifo_EnterLoop to be very intensive. Kiesel-Stein produced a different theory that the slowdown was caused by the texturing environment and rendering the world map. Kiesel posted a patch that modified bpstructs.cpp and offered a decent speedup in Hyrule Field, at the expense of graphical glitches in some games. Even with his patch, the slowest part of Hyrule Field ran at 20 FPS - 23 FPS, still not full speed.

I'm not a developer so I don't really know what the issue could be caused by. If I were to guess, I would guess that the Fifo or Fifo_EnterLoop function is hanging or constantly looping while trying to process the graphics/vertex data of that specific area. Could also be some weird bug with EFB in the Fifo code, I noticed that when transitioning to Hyrule Field the EFB offset/scale seems to shift. You can see what I'm referring to by entering Hyrule Field and the screen fades, it appears that the graphics are being offset when transitioning to Hyrule Field, haven't noticed this happening when transitioning to other areas in the game.

Another weird thing with Hyrule Field is that the fifo doesn't appear to be used anywhere else other than Hyrule Field in the game. After visiting any other part of Hyrule Field besides SouthWest Hyrule Field (GC), it appears to trigger the Fifo/Fifo_EnterLoop which causes massive slowdowns.

Another thing that should be looked at, is that some Dolphin users are unaffected by this issue. I remember Kiesel-Stein mentioning that most of the time was being spent in the Nvidia driver, so another possibility to consider is issues with Nvidia/ATI drivers and Dolphin.

Needs more testing on a wider range of hardware and configurations, not sure if there has been any collaboration between developers regarding this issue and any possible fixes on the horizon. Weird that there is some Dolphin users that are unaffected by this issue, while most have an issue with slowdowns in this specific area.

I know ZTP uses DisplayLists a lot for loading vertex arrays, I have a feeling its using FIFO as a way to optimize the rendering of the field since its so big and the game constantly pushes everything in the pipe fast every frame basically, so Dolphin would be slow at doing that.
Interesting, that does offer a bit more insight on the issue. What doesn't make sense is that some aren't affected by this issue, someone else with similar specifications as my PC and another with slightly lower specifications than myself had no issues with Hyrule Field. Confused
i have created a little video... with one of the newest builds and r5030 with patch!
i had downclocked my cpu to stock speed to test it... maybe this has not much to do with cpu?? so i have added my mainboard to the rig... some with E8400 at stock speed are not getting those fps... maybe something with mainboard?...

Hardware used: (reached 36-38 FPS in hyrule field)
E8400 @ Stock Speed (normally running on 4ghz)
2 Gig Ram
Nvidia GTX 295
Mainboard: Gigabyte EP31-DS3L (maybe important)

Plugin was DX9...


Sorry for recording with camera... fraps slowed the game down to half speed =/
http://www.youtube.com/watch?v=sK0QpB7crR8

used rev was r5030 with patch and r5739 from mamario's
here is r5030 with patch:
http://www.mediafire.com/?lrwumj2nded
but mostly those who had little to no slowdown in hyrule field were people with i7 cpu, weren't they?
(06-19-2010, 09:12 PM)StripTheSoul Wrote: [ -> ]but mostly those who had little to no slowdown in hyrule field were people with i7 cpu, weren't they?

I have 20 - 22 FPS now with my new CPU Big Grin!
(06-19-2010, 09:12 PM)StripTheSoul Wrote: [ -> ]but mostly those who had little to no slowdown in hyrule field were people with i7 cpu, weren't they?

Not really there were a couple members that had Core2Duo's and last generation graphics cards that reported no performance issues with Hyrule Field. I believe someone reported no slowdowns with a Core2Duo E6600 or E7XXX processor and last gen ATI graphics.

I think it may have to do with drivers, something that Kiesel-Stein mentioned with most of the time and resources being spent on the Nvidia driver.
People that have no performance issues on hyrule field should report on this thread what graphic card driver version they're using so that we can see if there are some similarities.
(06-20-2010, 02:07 AM)coffeeholic Wrote: [ -> ]People that have no performance issues on hyrule field should report on this thread what graphic card driver version they're using so that we can see if there are some similarities.

Agreed, but the problem is getting those members to post that information. Someone else started a benchmark for Hyrule Field that also served for those who were having no performance issues with Hyrule Field to report important information that might be beneficial to fixing this issue.