(08-05-2017, 02:59 AM)degasus Wrote: [ -> ]May you try virtual XFB and enable the GFX stats? So no frame should be repeated at 60 fps and we'll see which are repeated because of vsync timing or because of in-game timing.
Here we are:
This is the video of the Twilight Princess’s intro
https://youtu.be/LNblklPYFX8
This test session was captured under the same conditions of my post #1 except:
Dolphin version: 5.0-5033
Virtual XFB: on
Graphics settings->Advanced->Debugging->Show Statistics: on
Movie Menu-> Show Lag Counter: on
Movie Menu-> Show Frame Counter: on
Movie Menu-> Show Input Delay: on
Many thanks in advance.
Best regards.
Locutus73
And this is a slow motion (60x) clip of the previous video (from 00:35 to 00:40) with a text overlay displaying the original video frame number.
https://youtu.be/eO_XFZ_MjcM
Many thanks in advance.
Best regards.
Locutus73
So…
@degasus are these videos what you asked to try?
Should I post a new report in the issue tracker? Or are the devs already investigating this issue?
Many thanks in advance.
Best regards.
Locutus73
Oh, well, this topic doesn’t seem to be of great interest
BUT
I’m glad to report that I found something very interesting: since, in my past tests, enabling “real XFB” seemed to solve the frame pacing issue at the cost of rendering at 1xIR, I decided to investigate the new Hybrid XFB approach developed here:
https://github.com/dolphin-emu/dolphin/pull/5498
I downloaded
https://dl.dolphin-emu.org/prs/pr-5498-dolphin-latest-x64.7z and bingo! No more (or very very very few) frame pacing issues like “real XFB” retaining the ability to render at any resolution!!!

The Dolphin's problem that annoyed me most since I started using it, seems to be solved
I’m happy to say that this PR will be my official build used in “production environment” until it will be merged.
I hope this will help fixing frame pacing issues on non “real/hybrid XFB” configurations.
Many thanks to all.
Best regards.
Locutus73
Awesome. Please continue testing HybridXFB in all games and look for bugs. The more testing it gets, the more likely it is to fix other bugs.
Just want to report here that Soulcalibur 2 is running smooth as hell on the Hybrid XFB build when "Immediately Present XFB" is checked, without it the game runs bad.
I was using D3D11 and hybrid mode for ubershader.
Unfortunate the Fade-in effects are still missing on Soulcalibur 2.
Oh, in case anyone wants to update the Wiki from SC2, please add that SC2 needs efb to Ram to have lens-flares effects working.
Edit: I've done more tests with SC2 here what I found:
Soulcalibur 2 with "Immediately Present XFB" unchecked and efb to Texture runs smooth all the time.
Soulcalibur 2 with "Immediately Present XFB" unchecked and efb to Ram runs slow and with this feel of frame skip for the first minute during the battle but after that the game will play smooth, however that slow issue will return later but this time it may make the game run more faster and with this feel of frame skip too and then again after one minute or so it runs smooth again.
Soulcalibur 2 with "Immediately Present XFB" checked and efb to Ram runs smooth all the time.

While being relatively new to Dolphin and being impressed on how awesome most games work, i ended up here because i also noticed that 30fps-Wave Race just felt not right regarding framepacing. :-)
After verifying that it runs rock solid 30fps-lock-smooth on Original Hardware i'd like to try the HybridXFB changes (
https://dl.dolphin-emu.org/prs/pr-5498-dolphin-latest-x64.7z) but i'm unsure what settings are recommended with this build and in particular for fixing Wave Race 30fps micro stuttering.
Any hints welcome! Locutus73, maybe?
Thank you.