Dolphin, the GameCube and Wii emulator - Forums

Full Version: Hyrule Field Slowdown Observation
You're currently viewing a stripped down version of our content. View the full version with proper formatting.

ComedyCurtis

Hi guys, new to this but lots of helpful info here.

I was just curious (based on my specs) do I even have the capcity to run Hyule Field at a high 25-30fps? I've seen people here with an overclock capability higher than mine who cannot, but I was under the impression most of my other hardware capabilities should be sufficient.

Is the issue purely down to a lack of overclocking or a good enough processor to be able to reach the magic 30fps?

If anyone has any tips for getting the fps as high as possible in this area for me I would appreciate some insight. I'm using the latest version of dolphin (4.0.2) and when I use HLE the slowdown is there in Hyrule Field but it is relatively smooth. When I use LLE the slowdown is there but it is consistantly choppy (audio/video stutter).

Let me know if you need any more info from me. Dolphin settings are prety safe, 1x AA, 16x AF, dual core enabled, idle skipping enabled, framelimit: audio, internal resolution: auto (1080p) etc, other settings general set for speedup unless experimental but 1080p display is important for me.

Specs:

Operating System: Windows 7 x64
Processor/CPU: Intel Core i7-3930K Overclocked up to 4.1 Ghz
Video Card/GPU: 1GB AMD RadeonHD 6870
Memory/RAM: 8192MB (4x2GB) 1600MHz DDR3 Quad Channel

Thanks in advance!
Developers need to figure out exactly why DX9 renders Hyrule Field faster and is faster in general than DX11/OGL. Not continually dismissing the fact DX9 was faster with the excuse it was a hacky because I doubt that is the sole reason it was faster than DX11/OGL. I don't think DX11/OGL are as fast as DX9 for some reason either because they are slower and more inefficient as an api, some issue with the current code for DX11/OGL causing them to render slower than DX9 or some other unknown reason. My FPS in Hyrule Field were usually more than halved with DX11/OGL compared to DX9. With DX9 22FPS - 25FPS in Hyrule Field with LLE audio and 25FPS - 28FPS with HLE audio, with DX11/OGL 11FPS - 14FPS with LLE audio. This was back when I tested on my system with an i7 950 @ 4.2 Ghz, 6GB DDR3 1600 ram, 2x GTX 460.
How do I apply the AR codes for the NTSC Wii version?
Xtreme2damax: You just listed the primary reason that D3D9 was faster. It didn't emulate things as accurately and took a bunch of shortcuts that OpenGL and D3D11 didn't. But, there is a second reason as well. Before Vertex Streaming Hack, D3D9 was the only backend that could efficiently stream vertices (I think? It was either that or something else that was stupid. I remember Buffer Streaming/Storage bring OGL up to D3D9's levels) and it is fairly lightweight on doing EFB2Ram compared to the other backends in my experience. I think degasus could tell you why it happens, and if there are fixes.

To the people complaining about D3D9's removal; pretty soon D3D9 wouldn't even be able to coexist at all on Dolphin when TEV fixes are applied. It simply lacks the necessary features (integers.) I know nothing is technically impossible, and that someone could probably argue that tons of work arounds and rewrites to Dolphin's core could be applied, but at that point D3D9 would have gotten slower and Dolphin would have been a big mess, harder to code.

In summary: They know why D3D9 is faster. It doesn't matter that D3D9 was faster, because features are being merged that would have broken D3D9 anyway. You guys want games like Wind Waker to be working with zero graphics errors, right?
Random fix...
Please keep care not to compare 4.0 D3D9 with current development builds OGL/D3D11. As we've dropped the ztp speedhack in dolphin, current development builds are _much_ slower. If you want, try to compare 4.0 D3D9 without this hack ...

drhycodan: You're the only one here asking a good question Smile As kiesel only has the pal versions, we can only check the positions for them. But as he have copied the disabled content, every one could search for it in the ntsc version (in theory). But as I've never used the dolphin debugger, I also can't help here.

But what everybody should be able to: Use kiesels positions and write them down as AR patches in the ini files and create a merge request. I bet this is even faster than the old speedhack as they also skip the cpu-gpu communication.

https://code.google.com/p/dolphin-emu/issues/detail?id=2499
Hmm, I have a question, would the AR codes be different between the GC and Wii versions?
They've changed between gc/pal and wii/pal and it's very likely that they also differ for the ntsc version.
Anyone experienced with the dolphin debugger shouldn't have a problem translating them, though.
I don't really miss D3D9, but there's something about D3D11 that's always bothered me. It is the only backend to experience random grey screens during cutscenes in certain games like Resident evil code veronica, resident evil 4, and ToS. Also, is the sun glare shining through the foliage in ZTP ever going to get fixed in D3D11?