(07-20-2009, 03:42 PM)BlinkHawk Wrote: [ -> ]the wii version runs a bit faster than GC version. However, places like Hyrule field and the Woods are terribly slow. Hyrule field (with everything unlocked) is like 8-15 fps, while woods(after forest temple) is like 25 fps, but still, quite slow.
Ah yes, Hyrule was the place I was hearing about with the abominably low FPS. Meh, I can always transfer my save to my Wii when I get to that part, I think

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Ye hyrule... at first I was so exited to get 50 fps in hyrule but when i reached the third twillight zone, it nosedived to 15 fps = S
is there going to be a "fps fix" for hyrule field or something that will improve the FPS in that area,with out the need of OC?
and I have problem with the Wii version of Zelda:TP
http://img142.imageshack.us/i/capturebxf.jpg/
btw
it seems that the full sound support for Zelda:WW
improved the FPS as well,
there is a chance that will happen With Zelda:TP too,when the cut scenes and intro sound will be fully supported?
(07-21-2009, 01:02 AM)Emulatong Wrote: [ -> ]is there going to be a "fps fix" for hyrule field or something that will improve the FPS in that area,with out the need of OC?
and I have problem with the Wii version of Zelda:TP
http://img142.imageshack.us/i/capturebxf.jpg/
btw
it seems that the full sound support for Zelda:WW
improved the FPS as well,
there is a chance that will happen With Zelda:TP too,when the cut scenes and intro sound will be fully supported?
But the problem with TP is that it needs not just a lil speed up, it needs a huge performence boost like 30-40 fps. I doubt that gonna happen anytime soon but the dolphin devs are always up for a suprise

Overclocking won't help with those areas. Not unless you have a 6ghz i7 or something.
the problem of those areas is that all area is being processed by the emulator.
Let's say you are in hyrule field, in eldin's bridge. Dolphin will process the polygons and data of all the regions, even the ones that you are far away. I think it may be because Dolphin doesn't use Space Partianing algorithms to avoid processing 3D data which shouldn't be processed.