Dolphin, the GameCube and Wii emulator - Forums

Full Version: lag with i5 4670k in SMG
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(01-24-2014, 04:14 PM)skid Wrote: [ -> ]Have you disabled the power savings feature in the nvidia driver and in Windows? Anything faster than a 4670K at 4.0ghz should not have framedrops in SMG - no framedrops that last longer than 1 second, anyway.


Uncheck the "Enable cheats" button too. I have heard some reports of that option slowing things down.

I think that may be the issue, I always assumed power saving features for high performance was a laptop thing wasn't aware it really effected desktops.

I'll change it as well on the Nvidia driver, I think the default is set to adaptive. Is there anything else I should change in the global settings in Nvidia control panel?
blueyedsamurai Wrote:I haven't tried out the rest of the level, once my framerate got crushed and then I set it to 640x528 with no enhancements and still didnt get 60fps I gave up. Ill give it another go though.

If you have a cpu bottleneck (which most users do) lowering resolution will have zero effect on performance. In most cases if your hardware is too slow lowering the resolution won't make the game any less demanding.

blueyedsamurai Wrote:Would it be my LLE files?

No.

blueyedsamurai Wrote:Would buying a new GPU do the trick?

No. If lowering your IR isn't helping then clearly you're not experiencing a gpu bottleneck.

blueyedsamurai Wrote:I bought the 660 thinking it would do the trick as I always read that it was the CPU which did most of the work.

In an emulator the GPU is used for rendering work and the cpu does everything else. Unless you set your IR too high the cpu is usually the bottleneck with emulators.

blueyedsamurai Wrote:Is there anything else I should change in the global settings in Nvidia control panel?

No. That's the only thing that would effect performance.
A huge improvement with those settings, setting the pc to high performance helped a bit but it seemed setting the gpu in nividia control panel to prefer high performance helped alot.

Getting 60fps on SMG 1 and 2 for the most part on 2.5x IR.

Strange with mario kart wii at the start of the race when it zooms around the track it lags a fair bit dropping down to about 10fps for a second or 2 but then the race runs fine at 60fps?

Also do the wiimote speakers work properly in dolphin? mine just crackle so I turned it off. They work good on my wii though.
Glad you have the performance issue sorted.

Mario Kart Wii stutters at the start of the race for everybody. Dolphin is generating graphics shaders at those points. Subsequent runs of the track should be a little bit better.

The wiimote speaker is crackly in Dolphin for everybody too.
that's good to know, was frustrating spending $400+ on a new MB and CPU pretty much just for dolphin and it not working properly.

Thanks for the help Smile
Try enabling "Skip EFB Access from CPU" you won't be able to pickup starbits, and use the pointer in general, but it absolutely neuters performance at higher IRs. Its vastly more demanding on the cpu than enabling LLE. Only seems to be a problem in SMG games afaik.

In the hub of SMG1 I get:

HLE:
Enabled (skip EFB Acess): ~280% at 1x and 4x IR
Disabled (don't skip EFB): ~280% at 1x and ~170 at 4x IR

LLE:
Enabled (skip EFB Acess): ~225% at 1x and 4x IR
Disabled (don't skip EFB): ~205% at 1x and ~145 at 4x IR

Comp: 4670k at 4.4ghz with a gtx670
Don't check Skip EFB Access from CPU, you won't be able to use those blue pull stars. v_v;
Haven't played through much of SMG1 but I imagine there aren't that many blue pull stars, and there's no yoshi either. So the setting probably isn't needed too much...
Could probably just use a hotkey to toggle it on when needed.
There's no way to set up a hotkey for that within Dolphin, and you need to use a pull star every time you want to get into a level. There's also a handful of levels where you travel exclusively via pull stars.
Ah, thought it'd only be needed for specific levels, that's seemed to be the case in SMG2. To hotkey it, I think you'd only need to change the code for the current fog toggle in Frame.cpp but that'd be a pretty quick and dirty patch Smile

else if (IsHotkey(event, HK_TOGGLE_FOG))
{
OSDChoice = 4;
g_Config.bDisableFog = !g_Config.bDisableFog;
}

to

else if (IsHotkey(event, HK_TOGGLE_FOG))
{
OSDChoice = 4;
g_Config.bEFBAccessEnable = !g_Config.bEFBAccessEnable;
}

or even something that toggles between something like auto IR with no EFB Access, and 1.5x or 2x IR with EFB Access.
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