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Full Version: Zelda Twilight princess issues -.-
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turn off ALL antialiasing and anisotropy filtering settings, set the resolution to the lowest setting, and check native resolution. using a 64 bit operating system also buys some fps.
(10-12-2009, 03:43 AM)rpglord Wrote: [ -> ]I am getting 20 fps in the most demanding area of the game-and that is huryle field after all areas have been cleared of darkness.
Feinrel and Runo,I am pretty sure your problem is your cpu.Its just too slow,and this emulator,and expecially zelda is very cpu dependant.Its means even if you buy new ati radeon 5870 card you still going to get 20 fps in forest and 15 fps in huryle field. What more do you expect ? I have core 2 duo at 3,5 ghz which is a lot faster then AMD athlon x2 4800+ 2.5ghz and I get 25-30 fps in woods and 20 fps in huryle field.Thats about 30-50 % faster then what you get. And my cpu is 100 % faster in most of pc games,so I dont know what do you guys expect ?
You cant expect same speed as people who have newer hardware. If you want more speed,upgrade your pc.
I mean even newer amd phenoms are slower then core 2 duo,and you dont even have that
As for you BerserkS,you need to post your pc spec,but if you also have AMD athlon x2 then you know your answer....
(10-11-2009, 05:56 PM)omegadox Wrote: [ -> ]That map has many vertices, so its hard on the CPU. Either get a 10Ghz CPU or optimize the vertex loaders Tongue.

That was true couple of months ago,and is still true for opengl. Now in direct3d it works fine even on 3Ghz c2d Smile

Even on D3D for me, Hyrule beats the hell out of Dolphin.
Quote:Could the severs slowdowns in ZTP for such places as Hyrule Field be attributed to a bug/problem similar to the bug that was causing severe slowdowns in the Deku Tree room in Zelda Windwaker?

I think this may deserve looking into and seeing if a similar problem is also the cause of slowdowns in Zelda TP in these place. I really don't think the size of Hyrule field or vertices has anything to do with it, both the Gerudo Desert and Snowpeak which appear to be close to the same size as Hyrule field exhibits almost no slowndowns at all if any.

It could really be a simple problem that was overlooked or not looked into extensively..

It could likely be a similar problem as the issue that cause severe slowdowns in the Deku Tree room in Windwaker, not necessarily the vertices being the source of the slowdown, the Gerudo Desert and Snowpeak are about the same size as Hyrule Field and they pretty much run full speed on the DX9 plugin with some minor fluctuations in FPS.

This deserves some looking into, the problem may be rather simple to fix and not as complicated as what was originally thought. Could it be something that was overlooked or not looked into extensively enough?

The areas you run through in Hyrule Field are no bigger in size than the Gerudo Desert or Snowpeak Mountain, then again appearance may be deceiving.

Is there a way to see how many Polygons or Vertices are being rendered on a scene at once, so I can compare Hyrule Field to other faster areas that appear to be the same size as Hyrule Field?
OGL > Options > View statistics
If someone wanted to give it a go at attempting to optimize the vertex loaders, what file(s) would affect this?

I want to know what files handles the vertex loaders, I'm interested in taking a look at the code despite not knowing what to do, perhaps with a little reading and minimal coding knowledge this might be able to be done.

How involved would you say such a feat would be to accomplish and how much coding knowledge would be needed?

Optimizing this aspect of the emulator could bring a significant speed increase to many games which exhibit these slowdowns. I'm willing to bet that if the slowdowns in Hyrule field can be solved, it would allow just about any game to run at full speed or close to full speed considering Hyrule Field in ZTP is one of the slowest if not slowest places of all the games.

So far I have not seen any game which runs as slow as Hyrule Field does in ZTP.
Caching the verticies would be one way.
Is that difficult to do?

What source files would such a change need to be implemented into?

Perhaps I should continue this in a separate thread, as it's not the most appropriate thing to ask questions in someones thread.
As far as I know this issue has already been fixed in dolphin r4353 but only in direct3d. Run any revision lower then this,choose direct3d with default settings,and you would get like 4-5 fps in huryle field. After revision 4353 I get like 20 fps in same areas.
Now you could also get this speedup before 4353 if you used a projection hack
Its clearly some kind of bug in dolphin code / plugins,and nobody knows exactly what bug.
Even rodolfoosvaldobogado ,altrough he actually fixed it by chance Smile
Me and Omega were discussing something different, I'm already aware of the speedup when using the D3D plugin. There is still a hefty frame rate drop even with the D3D plugin although not as bad as with OpenGL.

After Goron mines FPS in Hyrule field was Ok'ish at 22 - 24 FPS, but later on Hyrule field dropped down to 13 - 15 FPS which is 15 - 17 FPS less than full speed and about 6 - 7 FPS than it was before.

Me and Omega were discussing about vertex caching and optimization, I was inquiring how difficult it would be to implement and what source files handle vertex rendering in the D3D and OpenGL plugin. Despite my lack of coding knowledge I might look at it and hopefully learn something in the process.

I just wanted to know what would be involved and how complicated it would be to implement, if something such as vertex caching and optimization can be implemented it could fix a lot of slowdown issues in several games offering a hefty increase in performance.

As to why the developers haven't pursued this yet is beyond me, but it does sound quite interesting if it can be done..
That's strange. I happen to have a save after goron mines and later in the game when everything is cleared of darkness.
I get almost same speed as you after goron mines - 22-24 fps.
However later on I get 19-21 fps. For me,difference between after goron mines and "later on" is 3-4 fps. For you,it's 9 fps.
Can you specify exactly what region,when etc I can test. I never got anything even close to 15 fps,not to mention 13 fps.
It's strange that we get same fps after goron mines,but big difference later ? It's probably got something to do with your pc...what are your pc specs ? Maybe later on it's get even more cpu heavy and your cpu can't handle it ?
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