Dolphin, the GameCube and Wii emulator - Forums

Full Version: Texture to Ram in zelda TP wii
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2

jabjab

Hi, been playing a few games ok but have run into problems with:
zelda twilight princess wii (PAL)

i can play this nicely with EFB copies to texture with multiples of native resolution possible.
moving the texture slider to fast allows a back/white map which i dont feel is good enough for playing (i get lost i need a map)
any other slider positions give garbled map (known issue etc)

enabling efb to RAM allows a coloured map but the framerate the game runs at is too low for my liking. (~20-23)
the framerate is basically the same with all multipliers of internal resolution right down to the 0.375 scaled option so i assume RAM is the limiting factor here.

my questions are:
are there any options which can speed up gameplay whilst using RAM to keep the coloured map?
is it possible to get the coloured map with efb to texture?
is there a perhaps a RAM optimised build?
is there anything i can (simply) do to my ram settings (and how) to improve performance?

(are there any other games to avoid even trying which require efb to ram?)

all general questions but ill stick in specs anyway:
dolphin 3.0 64bit on win7 (same with a few of the later builds)
default settings and 'a million' combos tried
t9600
8gb ddr2 ram (800mhz i think)
ati 4650
No to all but your last question.

jabjab

(11-10-2011, 10:52 PM)neobrain Wrote: [ -> ]No to all but your last question.
last question being the fact there are other games which have the same problem yeah?
thanks

is a ram optimised build possible do you think or would it be a tiny increase anyway? sort of hoping that ram was a secondary consideration to gpu textures so there is a big potential there Smile
There's nothing to optimize about EFB to RAM, it's already as fast as it gets.

jabjab

ok thanks for the help, i'll stick to wii for that one then Smile
(11-11-2011, 01:14 AM)jabjab Wrote: [ -> ]ok thanks for the help, i'll stick to wii for that one then Smile

use xtreme2damax dolphin r7714, it is fast because there is efb to visual ram, so u can play with very good speed and colored map.
it also fix the bloom effect problem.
but sometime u will get crash
What on earth is "visual ram"?

What you're referring too is a texture cache rewrite build. Bloom is broken in texture cache rewrite builds (dolphin won't render the effect at all) which is why it's "fixed" (it's not fixed just removed).
(11-11-2011, 12:47 PM)NaturalViolence Wrote: [ -> ]What on earth is "visual ram"?

What you're referring too is a texture cache rewrite build. Bloom is broken in texture cache rewrite builds (dolphin won't render the effect at all) which is why it's "fixed" (it's not fixed just removed).

yes i think you are right and you are better explaining the situation Smile
btw i think r7714 is best for wii zelda tp

(11-11-2011, 05:24 PM)robertus27 Wrote: [ -> ][quote='NaturalViolence' pid='179013' dateline='1320979644']
What on earth is "visual ram"?

What you're referring too is a texture cache rewrite build. Bloom is broken in texture cache rewrite builds (dolphin won't render the effect at all) which is why it's "fixed" (it's not fixed just removed).

yes i think you are right and you are better explaining the situation Smile
btw i think r7714 is best for wii zelda tp

[/quote]

or maybe its virtua ram??? i cant remember Smile

(11-11-2011, 05:24 PM)robertus27 Wrote: [ -> ][quote='NaturalViolence' pid='179013' dateline='1320979644']
What on earth is "visual ram"?

What you're referring too is a texture cache rewrite build. Bloom is broken in texture cache rewrite builds (dolphin won't render the effect at all) which is why it's "fixed" (it's not fixed just removed).

yes i think you are right and you are better explaining the situation Smile
btw i think r7714 is best for wii zelda tp

[quote='robertus27' pid='179034' dateline='1320996296']

or maybe its virtua ram??? i cant remember Smile


I guess he meant "virtual" instead of "visual"...
That still doesn't make any sense. Dolphin doesn't use virtual ram unless you run out of physical ram, dolphin does emulate a virtual memory address space with MMU emulation (which very few games use) but that has nothing to do with virtual ram (better known as paged memory). I think what he's referring to is the virtual option for efb copies, which stores the efb copies as a texture in video memory.
Pages: 1 2