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Full Version: [Wii] Arc Rise Fantasia
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That video is from 2012. If you're trying to show an issue in a video, please record a video of it happening on your computer.

Here are some things you can try to make the lag go away:
-Go to the Nvidia Control Panel > make a profile for Dolphin > set Power management to "Prefer maximum performance"
-Try using Asynchronous Shaders (ubershaders), and enable Pre-compiled shaders
I just didnt had the time nor im having a software to record a video here, but its the exact same thing happens in the video i linked.
And by the way, i forgot to tell, i have had the same issue in the past playing with my old rig (4930k + gtx 1080 + 16 RAM + windows 7), but i was in a time of studying only and played only 30min of the game (THAT TIME, not NOW, for the record! You english people love not interpreting text correctly and we have to speak ten thousand words to make the exceptions and cover all the obvious things you are already thinking ).
and its all over most people playing arc rise fantasia in dolphin:
one more: https://www.youtube.com/watch?v=yX57Uesl8zQ 5:00 (this one just has luck the lag is quicker, but still lags and crackles the audio and is the exact time before a spell, so imagine late in the game, in a battle with too many spells every time).
https://www.reddit.com/r/DolphinEmulator/comments/33agev/arc_rise_fantasia_fps_drop_when_casting_magic/

And yes, i tried every nvidia settings.
And yes, tried ubershader and pre-compiled them all

Its CLEARLY something overlooked and unfixed by the emulator that everyone just overlooked for all this time, probably because few people cared about this game + some just used/found a messy work around on their own only to beat the game and this bug never got anymore attention for almost a decade from developers.
This is even in the last record of "Testing" section of Arc Rise Fantasia Wiki Page:

"No major issues with the game or prerendered cutscenes. However there is a very annoying lag present in battle. Whenever magic is used (specifically, the "Heal" spell in the very beginning of the game), the audio stutters and the framerate drops by about 4FPS for one second. Other in-game spells could not be tested, but I suspect that any graphical effect pertaining to magic will also cause this issue. This issue is present on all graphics backends, and will happen absolutely regardless of ANY graphics settings - to take it to an extreme, I tested the game with an internal resolution of 1x and EFB copies disabled, and the stutter is still present. This issue appears to occur for all recent builds of Dolphin. " <<< Totally ignored

Even pay attetion to this part: "This issue is present on all graphics backends, and will happen absolutely regardless of ANY graphics settings - to take it to an extreme, I tested the game with an internal resolution of 1x and EFB copies disabled, and the stutter is still present. This issue appears to occur for all recent builds of Dolphin"

The exact same words goes for me.

We have the exact same situation in different hardware and software and different era (my setup being even more powerful and updated. Not to mention one more different rig of mine i told above), while EVERY OTHER game im playing (super mario bros wii, pandoras tower, xenoblade, etc) there no problem like this, almost scientifically showing (plus the videos) it has to be fixed s a emulator bug overlooked all this time (AND AS SO, SHOULD HAVE BEEN RECORDED IN THE GAMEs WIKI FOR EVEN HELPING THE DEVELOPING PROCESS)

"Problems

There are no reported problems with this title.

Configuration

This title does not need non-default settings to run properly. "

^^^^^ This is neglectful for a development progress in any area.
This game's performance recently regressed due to falling back to a slower but more accurate lookup calculation. I don't know if this is the same issue but you can try out https://dolphin-emu.org/download/dev/2ada5b422db91115dab9d25b8c4bb7fcbf97c9f3/?nocr=true (the latest build before the regression) or https://dl.dolphin-emu.org/prs/6b/a7/pr-9957-dolphin-latest-x64.7z (which hopefully fixes/alleviates the regression). Maybe also try "skip drawing" under shadercompilation to make sure it isn't shader related.
(07-25-2021, 10:34 PM)Miksel12 Wrote: [ -> ]This game's performance recently regressed due to falling back to a slower but more accurate lookup calculation. I don't know if this is the same issue but you can try out https://dolphin-emu.org/download/dev/2ada5b422db91115dab9d25b8c4bb7fcbf97c9f3/?nocr=true (the latest build before the regression) or https://dl.dolphin-emu.org/prs/6b/a7/pr-9957-dolphin-latest-x64.7z (which hopefully fixes/alleviates the regression). Maybe also try "skip drawing" under shadercompilation to make sure it isn't shader related.

Thanks!, thats exactly it!
No problem at all using any configurations (sync or asyn, skip or not skip, opengl, direct3d, no more of that terrible mini lag) with those 2 builds you pointed me (im currently using the first you linked).


And i would like to share a thought of mine about your first sentence:
Actually, i think it falls into the accuracy category too. If even a "quantum computer" would have this mini lag, its inaccurate then, its not just "slower".
When something is way out of any hardware performance, even more being an already old and slow console emulation, its innacuracy then.
this "new" lookup calculation just became a workaround for most other games, SINCE THE REAL CONSOLE DOENST NEED ANOTHER "BUILD" to play this and that game, and in the same system, it plays Arc Rise Fantasia without this lag and still being accurate all of other games (of course ¬¬) using the same parameter for all of the games (you see?).

When you hit more accuracy in something, means everything thats uses that SPECIFIC something to work, it never works WORSE (it may not increase something else, but more accuracy never worsen any other part).
If it happens, its just a DIFFERENT calculation that works for MOST game, not more accurate 

As so, i think the developers should have just left an option to switch this "lookup calculation" from the new one to old new one in all new builds (that would be more accuracy than only working with the new one).
(07-27-2021, 08:48 AM)masterdragon Wrote: [ -> ]As so, i think the developers should have just left an option to switch this "lookup calculation" from the new one to old new one in all new builds (that would be more accuracy than only working with the new one).

That would definitely be less accurate.

Anyway, I think you've missed the important point here: The PR 9957 build both works with Happy Feet (the game that needed the more accurate calculation) and has good performance in Arc Rise Fantasia and the other affected games, and we are planning on merging this PR. Once that's done, everything will work well with no need for an option.
Hello i was wondering if about a part of the 60fps gecko code , this in particular -
04442610 40000000 //undo to 30FPS when needed
0444260C 40000000 //undo
04442618 00000002 //undo
04442614 00000001 //undo
E0000000 80008000 //end
I don't like how it changes to 30fps in every conversation or cutscene
I did disable it the game runs quite well and smooth so far.
My question is, is there any gamebreaking events that require this part of the code later on
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