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Full Version: [Wii] Xenoblade Chronicles
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You can try a few things:
- Disable per pixel lightning. Unlesss you really notice the visual difference, it's a resources hog.

- Enable store efb copies to texture only. This will screw up your savegame images, but it's a major speedup. Usually if efb to ram is required, dolphin forces it in the game ini for the game. Watch out for the messages on startup. Dolphin tells you there which options it overrides, it might override this. If you want proper savegame pictures, you can set switching between efb to texture and efb to ram to a hotkey, switch before saving, and then switch back.

- Always set the texture cache to fast. If a game requires a higher setting, it will be forced via the game ini. In the unlikely case it's not done via game ini, you'll notice the problems. A too low texture cache setting should result in textures not changing although they should be changed. Or the game randomly using wrong textures.

- Disable texture filtering. Not sure if this affects performance, just try it, and if it doesn't do anything, reenable it again.

But i fear that you might run into shader cache stuttering. If that's the case, the only things you can do are: disable per pixel lighting, play the game and don't switch dolphin versions, eventually it will stutter less then. Or use that custom dolphin build, go to its thread for support, if you choose to try it.

PS: You can also use fast depth and disable bounding box. Fast depth should be safe to use in 99% of the games now. And if bounding box is required for a game, you'll notice problems. Some games act like they use bounding box, while they actually don't. Enabling bounding box for those games results in a slowdown for nothing in exchange. Basically only paper mario games require it.
(07-08-2015, 07:06 PM)mimimi Wrote: [ -> ]You can try a few things:
- Disable per pixel lightning. Unlesss you really notice the visual difference, it's a resources hog.

- Enable store efb copies to texture only. This will screw up your savegame images, but it's a major speedup. Usually if efb to ram is required, dolphin forces it in the game ini for the game. Watch out for the messages on startup. Dolphin tells you there which options it overrides, it might override this. If you want proper savegame pictures, you can set switching between efb to texture and efb to ram to a hotkey, switch before saving, and then switch back.

- Always set the texture cache to fast. If a game requires a higher setting, it will be forced via the game ini. In the unlikely case it's not done via game ini, you'll notice the problems. A too low texture cache setting should result in textures not changing although they should be changed. Or the game randomly using wrong textures.

- Disable texture filtering. Not sure if this affects performance, just try it, and if it doesn't do anything, reenable it again.

But i fear that you might run into shader cache stuttering. If that's the case, the only things you can do are: disable per pixel lighting, play the game and don't switch dolphin versions, eventually it will stutter less then. Or use that custom dolphin build, go to its thread for support, if you choose to try it.

PS: You can also use fast depth and disable bounding box. Fast depth should be safe to use in 99% of the games now. And if bounding box is required for a game, you'll notice problems. Some games act like they use bounding box, while they actually don't. Enabling bounding box for those games results in a slowdown for nothing in exchange. Basically only paper mario games require it.

Tried all of that, still getting 10+fps drops and music stuttering just running around the mines under colony 9.
You mean colony 6?
(07-09-2015, 06:59 AM)ExtremeDude2 Wrote: [ -> ]You mean colony 6?

Yes
I'm currently playing the game(72 hours of gameplay already)and I don't have any problems(the speed is always above twice the normal speed(I constantly remove the fps limit by holding a button when I'm not in battle to speed things up))

This is what I do:
1.I use 4.0-5420(normally I avoid updating dolphin when I'm playing some game)
2.I don't use Dual Core mode
3.All other settings are on default except the Graphics Settings

Backend: OpenGL
Fullscreen Resolution: Auto
Aspect Ratio: Stretch to Window
V-Sync: Disabled(the game is loading extremely slowly if vsync is enabled so I keep in disabled just in case the same problem appear while I'm playing the game)
Use Fullscreen: Disabled(first because the rev I'm using have problems with the keyboard(the hotkeys are not working in full screen)and second,I get screen tearing if vsync is not enabled and stuttering if it is(no problems if I use borderless full screen but the hotkeys are not working))

Enhancements:
2x Native(I barely see the difference with anything above and you usually don't have much time looking at how cool the graphics are)
AA: 2x
AF: 16x
PPE: off
Scaled EFB Copy: Enabled
All Else disabled

Hacks:
The only difference is that the Texture Cache slider is on the Fast side not the Safe

Also if the shader cache file for the game is too large,delete it(for some reason mine was above 10GB(it was giving me problems because of the size)few days ago but now after couple of days of gameplay,it's barely 100mb)
User\ShaderCache\ogl-thegameid-shaders.cache
that has more to do with your hardware than your settings
What I'm seeing here is ~130 pages of people complaining, bitching, moaning and whining about poor performance in a title that should run 'sllky smooth' on any PC (with a decent CPU) built in the last 8 years.
It runs at full speed not only on a slightly overclocked Core2 Duo (as seen in this thread), but another user (David3k) has managed to run it at nearly full speed on an underpowered Athlon II running at stock speeds (!) [using the latest dev build].
Now that's what I call impressive.

What most people are not aware of is the fact that this title tends to stress the GPU (graphics card) more than anything else out there (including the most demanding ones).
The cutscenes and some of the special effects are so demanding that increasing the internal resolution beyond 4x will bring the most powerful graphics cards to their knees. Try 6xIR, for example, in the opening 'Clash of the Titans' cutscene and you'll say "I'm definitely feeling it" Smile

So, 130 pages of boring stuff to read (a huge waste of time, almost nothing useful) and nobody *ever* mentioned the HORRIBLE TEXTURE ISSUE that has been plaguing XbC/Dolphin since the beginning:

Quote:Water / ether textures don't animate on subsequent runs (after the shader cache is generated) !

I've seen this in several LP videos on YouTube.

Can anyone reproduce this issue?

Try this:
Clear the shader cache, go to a huge grassy plain with lots of animated waterfalls, streams and rivers (or some cave with green ether falls and pools), then close Dolphin and run it again. Go to the same spot and see the results.
Almost every (animated) texture should stop moving and this issue sticks 'forever' (unless you delete the shader cache).

It might be an issue with AMD GPUs and/or Intel IGPs, since users with NVIDIA hardware are unable to reproduce it.
(07-14-2015, 07:28 AM)kirbypuff Wrote: [ -> ]So, 130 pages of boring stuff to read (a huge waste of time, almost nothing useful) and nobody *ever* mentioned the HORRIBLE TEXTURE ISSUE that has been plaguing XbC/Dolphin since the beginning:


Quote:Water / ether textures don't animate on subsequent runs (after the shader cache is generated) !

I've seen this in several LP videos on YouTube.

Can anyone reproduce this issue?

Try this:
Clear the shader cache, go to a huge grassy plain with lots of animated waterfalls, streams and rivers (or some cave with green ether falls and pools), then close Dolphin and run it again. Go to the same spot and see the results.
Almost every (animated) texture should stop moving and this issue sticks 'forever' (unless you delete the shader cache).

I have spent hundreds upon hundreds of hours in Xenoblade playing, dumping textures, and retexturing stuff. I have never seen anything like that.

Edit: I tried what you said, and couldn't reproduce the issue. Sorry, man Sad
Same here. In the literally 100's of hours I've spent running around this game, never once seen it nor can I reproduce it. Maybe its an uncommon issue? Or specific with AMD cards since frozenwings and I are running nvidia cards?
(07-14-2015, 07:28 AM)kirbypuff Wrote: [ -> ]What I'm seeing here is ~130 pages of people complaining, bitching, moaning and whining about poor performance in a title that should run 'sllky smooth' on any PC (with a decent CPU) built in the last 8 years.
It runs at full speed not only on a slightly overclocked Core2 Duo (as seen in this thread), but another user (David3k) has managed to run it at nearly full speed on an underpowered Athlon II running at stock speeds (!) [using the latest dev build].
Now that's what I call impressive.

What most people are not aware of is the fact that this title tends to stress the GPU (graphics card) more than anything else out there (including the most demanding ones).
The cutscenes and some of the special effects are so demanding that increasing the internal resolution beyond 4x will bring the most powerful graphics cards to their knees. Try 6xIR, for example, in the opening 'Clash of the Titans' cutscene and you'll say "I'm definitely feeling it" Smile

So, 130 pages of boring stuff to read (a huge waste of time, almost nothing useful) and nobody *ever* mentioned the HORRIBLE TEXTURE ISSUE that has been plaguing XbC/Dolphin since the beginning:


Quote:Water / ether textures don't animate on subsequent runs (after the shader cache is generated) !

I've seen this in several LP videos on YouTube.

Can anyone reproduce this issue?

Try this:
Clear the shader cache, go to a huge grassy plain with lots of animated waterfalls, streams and rivers (or some cave with green ether falls and pools), then close Dolphin and run it again. Go to the same spot and see the results.
Almost every (animated) texture should stop moving and this issue sticks 'forever' (unless you delete the shader cache).

It might be an issue with AMD GPUs and/or Intel IGPs, since users with NVIDIA hardware are unable to reproduce it.

Saying that everyone else's issues are worthless to even look at but yours is the only one that needs to be, is outright rude imo.