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Full Version: [Wii] Xenoblade Chronicles
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ARMAC

I read the last ~15 pages and found some good tips, but there's also a thing I encountered which wasn't mentioned or I couldn't find it.
This may come down to my hardware and may be a rare occurrence but here goes.

The problem is something which artificially kills the performance in OGL mode, causes stuttering and framerate drops and can be fixed during runtime.

2 core Intel C2D E6750 currently at it's default 2.66GHz, the framerate maximum itself is not an issue here now so I didn't even want to OC and potentially add instability.
Nvidia GTX560 (latest 331.93 drivers), no issues with power management.
4GB DDR2 800MHz RAM

Windows 7 x64
[color=orange]Dolphin revisions tried:[/color] 3.5-2449-x64, official 4.0.2, 4.0-513-x86/x64. Default JIT Recompiler used. Old ones like the official 3.5 work fine.
[color=orange]Relevant options:[/color] OGL or D3D backend.
[color=orange]Issue:[/color] Something is choking a core in Dolphin's dual core mode while using OpenGL? Dolphin is using it's two main threads utilizing both cores but there's a constant framerate drop happening along with spikes of expected normal 25 every now and then in a way that it's obvious that something is artificially preventing the game from running as good as it can. Like a blind calculation that keeps on running and chokes the entire core so the fps drops down and behaves as it would with only one core active, the performance is 95% identical to having a core manually turned off while Dolphin is running in dual core mode.
! This is just an observation of what may be the issue.

- First scene after the intro, the player gets control of Dunban.
- Without touching any controls and just skipping the first tutorial screen the game is running, you see the three characters and let's say it CAN maintain 24-27fps under OpenGL and D3D in that scene.
- Problem is OGL: regardless of settings, at one launch of Dolphin that scene and the entire game runs fine, and on another startup the scene is stuttering like mad having moments of 25fps just to dip down to 5. I'm still idle in the scene mentioned above but it goes like 5-7-8-[color=orange]20[/color]-7-12-[color=orange]25[/color]-6-8-4-5-12-5-[color=orange]22[/color] FPS, it's struggling with something which it doesn't need to.
- This is of course while having dual core mode ON in Dolphin. Having it off in Dolphin works as it should I guess, with about 16-19fps in that scene. Having it ON but cutting off one core on purpose manually, or as the error appears to be doing itself, results in 5-8fps. The numbers themselves are not an issue for me here, it's their general behavior I'm looking at.
- Since the issue manifests itself at random times I went crazy turning all possible options on and off just to think that something fixed it when it really didn't. It's not an issue with any additional option inside Dolphin and can be fixed reliably by turning off and back on a core in the task manager, it's not the only way but it is a sure way and expected performance is maintained as long as the process is running, no falling back. As if Dolphin did what it wanted to while the core was off and then carries on as expected.
- When using D3D this didn't happen ever, but D3D is slower in general. Also both backends are fine in the official 3.5.


Now this still is a flawed post as I didn't test it in other games yet, is it even an issue in other games, is it my hardware, but there's also something else here. There are places where the framerate is fine like the intro cutscene with the titans, but the next one and the initial gameplay part stutter like mad. Then later on some cutscenes and areas like the cave get a massive hit and stutter as described but others don't. "Applying the fix" of course takes care of all those issues so it works as expected, like D3D does, just faster as OGL generally is. That behavior and the randomness of the whole issue make it hard to work with. So for now this is just an observation with a potential fix if anyone else runs into this kind of trouble. I don't really have any hard data yet which could help precisely point to the culprit whatever it may be, either dolphin or me so it's not really something to be considered on the development side of things.

edit: made it shorter.
ARMAC Wrote:There are places where the framerate is fine like the intro cutscene with the titans, but the next one and the initial gameplay part stutter like mad ... I don't really have any hard data yet which could help precisely point to the culprit whatever it may be

Here's a hint.

ARMAC's Profile Wrote:Intel Core 2 Duo E6750 2.66GHz (3.5GHz if OC)

Your computer is just too freakin old. All those variations in FPS that you are seeing is because the computer is struggling to run the game at all.

ARMAC

So if one backend works, and the other one doesn't work as good until something stupid is turned off and on again, it's because the CPU I tried it on is ancient (which I'm fully aware it is)...even when that does not happen on old revisions which push similar expected framerates and, unless hit by the issue which is fixable, new ones are fine too. Well, whatever you say. Also that's not a quote with the original meaning intact. Those scenes are part of the problem and fixable, the performance in them is at least 25 unless the issue is present and not fixed.
I wasn't even talking about speed as a problem but rather what is being executed which artificially hinders realistically expected results. Not everything is always about raw power. I'm not looking for any help in the speed department, or at all, it was just a tip for something which by all indications, solutions and history appears to be a software bug.

Karzka

I've been running into some issues with this game, but only recently. Hopefully someone could shed some light on the situation?

Since a few days I've picked up this game again and started playing. With the configuration as described below, I was able to run pretty much everything with 30FPS, the occasional minimal stutter to ~25. Yesterday, on my revisit to Tephra Cave, my FPS just started dropping the more I walked into the cave. It dropped to 25 upon entering, and got as low as 5 FPS after only a few steps. Restarting the emulator works for a while, but then it starts dropping again - especially in fights.


I've ran this game before with literally no issues, I was able to run it with 4x internal resolution and keep a steady 30 FPS, even in battles, even when using the HLE (or LLE on a seperate thread). I've followed most instructions and configurations I could find, and I've tried many different settings to combat the issue, but no luck so far.

My rig:
Intel i5-2500k (default clock)
OCZ 2x 4GB CL7 RAM
AMD HD6870 (clocked at 1000MHz GPU & 1250MHz Memory, using the built-in AMD OverDrive)
Crucial M4 128GB SSD (which runs Windows & Dolphin and also holds the game)
Windows 8.1 x64

Configuration:
Dolphin 4.0-485
Unpatched Xenoblade Chronicles
OpenGL
1920x1080, V-Sync enabled
Internal 1x - 4x Native (I started out with 4x, but the issue persists with any internal resolution)
AA: None
Anisotropic: 1x
Scaled EFB Copy enabled
EFB Copies to RAM
Enable Dual Core
Enable Idle Skipping
DSP HLE Emulation (same problems, but with added audio stutter)
DSP LLE recompiler (DSPLLE on Separate Thread enabled, runs audio fine, but problems persist)

Now, a few months back, like I said, the game ran with no issues. The only changes I've made is switching from Windows 7 to Windows 8.1, and I'm using the latest Dolphin revision. Could this cause the issue?

I know it's mostly a shot in the dark, but any insights as to how I can keep the game at at least 25FPS consistently with my system? I don't really care about the graphics, I just want to be able to play through the game.

Thanks in advance.
Karzka, lower the texture accuracy (move it towards the right / fast)? The options you posted look fine.

Karzka

(12-11-2013, 10:19 PM)skid Wrote: [ -> ]Karzka, lower the texture accuracy (move it towards the right / fast)? The options you posted look fine.
Before, I was able to play 5-10 minutes before slowdown occurred. After this change, it increased to approx. 10-15.
Anyway, after trying some other settings, I discovered that (in Task Manager) Dolphin starts off with using ~700-800MB of RAM. While playing, this keeps rising gradually. At one point, the game slowed down to about 20FPS with occasional drops to 10FPS. The drops kept coming more frequently until Dolphin reached around 2300MB RAM used, at which point the game started freezing up (my computer was now using 97% RAM, so that's understandable). I've been able to play for nearly an hour at this point, with everything at the bare minimum settings. I've now raised the internal resolution back to 4x, and after only 15 minutes of playing my RAM will exceed 2000MB and the game will freeze up.

The above lead me to believe that this has something to do with EFB Copies to RAM? Seeing as the wiki lists only 1 problem with setting this back to Texture, which is the screencaps next to savegames not displaying correctly. This doesn't seem like a big gamebreaking issue, so I've set it back to Texture, and I've been playing for about 30 minutes with better graphics settings with no issues now, RAM usage stable around 1100MB.
Karzka Wrote:the above lead me to believe that this has something to do with EFB Copies to RAM?

Bingo. Even with EFB to Texture this game is pretty intense in places. EFB to Ram is WAY more demanding. Just go with EFB to Texture and you'll be fine.
Hey guys. First of all, GREAT JOB to everyone responsible for the latest updates on the emulator.
I didn't do anything and the game seems to run almost perfectly in my PC now. No freezes either. (Or maybe I'm just lucky there was none...)

Anyway, the problem I face now are cheats.
I enabled a cheat to reduce the exp gain. It worked. But the other cheat I want, Change Shop Item, isn't working at all.
I got the change shop item code from the one the emulator downloads. There are 2 of this cheat in there. I tried both. With and without the display item digit thing.

I've beaten this game 4 times on the console itself. I wanted to finish the material and collection quests through the cheat to get the items early this time. But I don't know what's preventing it to work.

Help?
Hello everyone!

I'm pretty new to dolphin and I have been tinkering with it for quite a few days. Problem is, I'm trying to play Xenoblade and it always freezes right after the loading screen when I hit new game. At first it was just a problem of audio stutter in the title screen (which I quickly fixed), then I hit the freeze problem and so far has got no luck. I tried using Dolphin 4.02 first then switched to 3.5 with still no luck. It's pretty strange since I was able to play the Last Story (which I heard is more system-demanding than Xenoblade) with 3.5 (although using 4.02 it's full of audio stutter problem).
(And oh, I'm using Xenoblade Undubbed version.)

Here is my laptop spec :
Windows 7x64
I3 2.27 GHZ
ATI Radeon 4300/4500 HD
2.00 GB RAM

and my dolphin setting :
4.02
Enable Dual Core and Idle Skipping (unchecked this and it seems to help with audio stutter. no effect on the freeze problem)
30 FPS (I have toggled 25 FPS, audio and auto and still no luck. Putting it on auto caused audio stutter).
JIT recompiler
DSP HLE, XAudio2
Use EuRGB60

Direct3D0 Deprecated (toggled to Direct 3D11, no result)
Resolution 640x480
Internal Resolution Multiple 640x528
Anti Aliasing None, Anisotropic 1x
Ticked , Disable fog (unticked with this no change), Skip EFB access to CPU (unticked no change), Ignore Format Changes, Disable EFB Copies, Texture Cache Fast, External Frame Buffer Disable, Ticked everything on other section except disable destination Alpha


Any kind of help is appreciated!
Sounds like your image is corupted somehow, if you applied an undub patch or rebuild the iso yourself this can easily happen.
Btw why do you even need an undub patch for Xenoblade? i can only speak for the PAL version which has dual audio its the English dub and the original Japanese VA with subs, was it removed for the NTSC release or something?