I have MP2 struggling to get above 35FPS while any action is going on. Processor's an i7-4700HQ. Are there settings I should be looking at tweaking, or am I fighting a lost cause?
Current Setup
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Backend: D3D11
EFB Copies to RAM w/ Cache Enabled, other Hacks on defaults
Dual Core On
DSP HLE
EDIT: Mystery solved! The culprit was my power settings. Fixed it after stumbling on this thread:
https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
Posting it here because this is one of the most likely games to need laptop optimization.
For some reason I do not have permission to post a thread in the GC support page. If a mod wishes to move this thread there, that's fine. As per the issue of not being able to post, I can post in most any other area of the forums. This is a brand new account made for the purpose of getting this particular support, so I don't see why there'd be any blocked access anywhere.
Now, on to the issue. When I try to load up Metroid Prime 2, all seems well. Once the game renders, however, one of 2 things happen. If Disable Destination Alpha is disabled, switching to any visor (And occasionally any new rendering in the game) swaps to a very strange, flashing broken render that moves as the HUD would if it were working (Screenshot:
http://i.gyazo.com/8b7fa53fb7728c1b26873fe60f55e120.png ). This problem persists until the emulation is restarted. If Disable Destination Alpha is disabled, all in-game menus break and the scan visor, while it loads, displays nonsensical data and doesn't properly lock on to scan targets. (Screenshot:
http://i.gyazo.com/582aa4759deed15fdcbb390a4d5d91bc.png ) (I've heard of this issue, but turning it off causes an even worse issue).
At this point, does anybody know what's causing the strange stripey rendering error? If it gets repaired, I could potentially play through the whole game, and hopefully on-stream. I know you're not supposed to enable Skip Destination Alpha, but it seems whichever way it goes, it breaks. Primarily, I need to know if anything outside of that could be causing the error when it's turned off. This problem didn't happen during my recent playthrough of Metroid Prime.
Graphics settings are generic 480p with nothing checked or changed besides Skip Destination Alpha
Rig is:
Intel i5 4670K @ 4.2ghz
EVGA GeForce GTX TITAN Superclocked Ed.
8GB RAM
EDIT: Problem seems to be gone now after a little tweaking of the settings I swapped back to default. So excited to play this!
You can't post to the GC area because you are supposed to post to the existing thread. Specifically here -
http://forums.dolphin-emu.org/Thread-gc-metroid-prime-2-echoes--25934
Oh hey! I just moved it. Gotta love moderator powers.
Ottologist Wrote:Problem seems to be gone now after a little tweaking of the settings I swapped back to default. So excited to play this!
That was a very odd error. Do you know what setting caused it?
Virtual XFB was on, and you either had Force 16:9/Stretch to Window on or an odd resolution.
(10-07-2014, 06:13 PM)JMC47 Wrote: [ -> ]Virtual XFB was on, and you either had Force 16:9/Stretch to Window on or an odd resolution.
What he said, it was virtual XFB. Switched to Real and all is good. Incoming Groovy Otter Classics Stream now!
http://i.imgur.com/GbdnDw7.png
Oooor you could just turn it off, as there's no reason to use XFB anything in this game. In fact, why did you turn it on in the first place?
Dolphin 4247 Windows x64
American game, Game ID: G2ME01
OpenGL
Direct3D
During gameplay the entire window will flicker black every other frame, this is resolved by disabling Dual Core optimization. I assume (based on what was said in the first post) that Dual Core optimization will likely never become an option for this game any time soon. Performance wise this seems to perform best with OpenGL.
I don't manage full speed in this game, my hardware achieves around 50FPS instead of 60FPS.
You can turn off XFB, and it shouldn't flicker any more with dualcore.
I thought I had tested that, clearly I did not. That does indeed resolve the screen flicker with OpenGL.
Is there not an AR code to resolve the black bar at the bottom issue? I feel like this is how Wind Waker used to be. I actually don't mind the dot though, kinda nice to have a sort of reticle.