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Full Version: Hyrule Field Slowdown Observation
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fircrestsk8
Currently I'm "entering in game" directly in hyrule field, but there is no message, I've tested to build myself, and Xtreme2damax's one.
The save is at the end of the game, just before fighting ganondorf.

I'll try to start a new game =)
sounds goooood Big Grin
I'm sure one of the other devs here can lend you a hand with that check box stuff...
fircrestsk8: My initial patch didnt have the parameter, so I guess without BPMem being passed it would be faster. Now with it being passed (after a bunch of compile errors about bp, which i really couldnt understand Big Grin), it might be about the same speed (depending on compiler and cpu in the end). I didn't really notice a difference here, except very few and occasional jumps by +1 fps that wasnt there before. Unless someone really complains, I'd keep it like that - a bit cleaner than stuffing everything into one function.

About the GUI, you should be fine with some copy+paste from other things. The tricky part might be getting it from g_config where you need it, but I'm sure you can also figure that out. If not, drop by on IRC.
a solution to this kind of problem might be coming in the near future ;P, i will need help of rodolf prolly since he understands the plugin code better but we will see, no promises.
(06-28-2010, 07:30 PM)skid Wrote: [ -> ]The code to the ZTP speed up patch looks good. Do you know if it speeds up any games other than ZTP? Can you make the hack optional? Also the printf should be replaced with a INFO_LOG.

As far as I've tested, the patches only help speedup Hyrule Field in Zelda: Twilight Princess, the patches have no effect on other games. Perhaps something else is bottlenecking performance in other games.
I will try to add an option to switch it off in the GUI when I get home. Thinking about putting the option under "speedhacks" in the GUI or just creating a new tab for speedhacks.
@ Hiperzone: Now that sounds interesting...but...what plugin are you talking about? DX plugin? I thought this was a core problem...?
i mean im talking about how the pipeline works, im messing with the video common code atm.
I guess since this patch solved the texture issues with other games, eliminating the need for separate plugins, perhaps the current patch could be tweaked to squeeze even more speed in this area without breaking anything. Even after reverting the JIT change, I'm only getting about 22 FPS - 25 FPSin Hyrule Field which is not bad, but full speed would be even better. Tongue
Alright, here is the patch with the GUI toggle switch. It should definitely be tested. I decided to stick with everything in one function, because i think it reads easier than the dynamically linked functions.

EDIT:

Xtreme, are you getting speeds as fast as with Kiessel's patch?
Get someone to build it and I'll will test it.

(06-28-2010, 09:25 PM)fircrestsk8 Wrote: [ -> ]obscured, Hmmm... I was hoping for this patch to run just as fast, or at least nearly as fast, as kiessel's. Anyway could you test it on an older revision, or at least a new revision with Jit_integer rolled back? Either way, thanks for getting some data Smile

edit: Tried the svn 5807 build with the jit interger roll back. No difference with the roll back.