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Full Version: JIT ARM 64 - Resident Evil Remake fix (with pr build inside, thanks degasus and devs)
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Whoa it works! I just tested on edge 7 and fps is like 10-15 but looks amazing even with slowdown! Will post result on shield when I get home. Thanks op!
Thanks to degasus to point out o how to debug, I know some C++ and some Android. Glad I could help in some way. Now time to play resident evil remake on my phone hehe.
I haven't done much, this was your job here Wink

Might you try PR #5363? http://dl.dolphin-emu.org/prs/pr-5363-dolphin-latest.apk

It uses the exact 1/x formulation instead of the estimate, but *by far* better than 1/sqrt(x)....
Holy Shiii.....it works !

On Shield 2k15 it runs RE remake perfectly from 20 mins I played s far...as it's only a 30fps game. RE 0 it struggles around 25-30fps and drops in fire effects....performs a bit better with the build degasus posted. I'm running them in 720p internal res and tested both vulkan & OpenGL...vulkan gives overall stable framerate but crashes on each exit. Thanks Servlet and degasus and every other dev. Code Veronica X also works....never tried the game before but it runs comfortably in 30fps.
(05-03-2017, 06:41 PM)az4u Wrote: [ -> ]Holy Shiii.....it works !

Mine, or Servlet's apk?
(05-03-2017, 06:06 PM)degasus Wrote: [ -> ]I haven't done much, this was your job here Wink Might you try PR #5363? http://dl.dolphin-emu.org/prs/pr-5363-dolphin-latest.apk It uses the exact 1/x formulation instead of the estimate, but *by far* better than 1/sqrt(x)....

Download and tested fix in your pr build. Thanks a lot. This game sure is hard even on easy mode.

Well I was blind before you give that explanation on the other thread, then I know that jit compiler can fall back to interpreter, since interpreter can show character correctly Smile
(05-03-2017, 06:43 PM)degasus Wrote: [ -> ]Mine, or Servlet's apk?

Both...just for some reason Servlet's build in RE 0 in the very first zombie encounter it drops frames to 22fps while your one stays around 28-30fps...regardless I use opengl or vulkan. But both runs RE remake fine. Also I did a clean install for each of your build (i.e. got es explorer to remove related files on deletion). These tests all are on a nvidia shield 2k15.
I would recommend using the pr / master build after the fix by dolphin team, since mine just fall back to interpreter, which is slower than jit.
(05-03-2017, 06:53 PM)Servlet Wrote: [ -> ]I would recommend using the pr / master build after the fix by dolphin team, since mine just fall back to interpreter, which is slower than jit.

But your build is more accurate. We're discussing right now if we want to go in the way of this PR, or just fall back to interpreter in master.
I like being faster, but we have reimplemented this instruction on x64 a few years ago as well. It used the the x64 approximation of the inverse, which is more accurate than the arm one.
Your build is a lot faster for my phone in some places, so I will use yours of course, awesome job. Jit is the way to go, interpreter is slow and only as last resort, unless when android can achieve 30 fps easily
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