I was looking at all of the grass draw distance stuff. Rickv123 seems to have had more success (there's a pic in the custom texture thread), but I don't know if he ever released it.
Finished Satorl Marsh. It's a bit laggy when it's night time + you're in combat. Also, the music can lag when you have a menu up (inventory/map). I think it's mostly just maxing out my cpu. I got through it without too much pain overall. Going to update the wiki with the current code, because I think it's much more robust.
Tried loading up your code. Played around with settings in dolphin for a while but ultimately had little luck getting it to run at 60fps. I changed out the file you mentioned in the orignal post. Little luck either. Game hovers around 50-55FPS on bionis leg. 60FPS runs perfectly fine on the loading screen, title screen, and in the menu's. But it dips hard to the 40's and lower in combat, music and sound got garbled with frame dips and to me was unplayable. I have a GTX 1080Ti graphics card, and a Ryzen 7 1800X processor. I've got 16GB of ram running at 2933Mhz. I was playing with the HD texture pack on version 8.3 and with the Beta code you listed out. First tried playing with visuals cracked way up via enhancements. I have Ubershaders set to exclusive. EFB is set to texture only. Texture cache accuracy set to safe. Lowered visual settings and still didn't affect it positively. Is there some settings i'm missing? I'm pretty sure my system is MORE then powerful enough for this, but if a component in my rig has gone bad I wouldn't be able to tell. Other games are playing fine. I also messed around with all this on stream, heck this post is even being written on stream. If you want to see the vid i'll link it in another post after this. Sorry for any inconvenience. I'm new to this stuff.
Right click game properties:
Dual core on, Sync GPU generally off
Graphics:
All 3 EFB hacks on, fast depth calc, disable bounding box, XFB disabled, Vulkan if you can. You might try the basic Dolphin 5.0 and see if anything runs better.
Config:
Dual Core on, CPU overclock to 125% or so. You can try higher, up to 200%, but I'm not sure it helps.
Objects draw distance hacks can cause lag. Monster draw distance can lag in dense areas.
I use a G3258 OC'd to 4 GHz and radeon 260x graphics card. A little lag, especially with many SFX, but largely maintains 60fps outside that. You can check the
Dolphin Benchmarker, and it looks like you should get around 460-500s, which is slower than me, so I'm not sure if that has anything to do with it.
I'm running a gtx 970, 8350 @4ghz, 16gb RAM and have been using the newer builds (I'm still on 5.0-5551 fwiw). I've spent some time with the 60fps gecko code as well as upping internal resolution scaling. Right off the bat, turn "Ubershaders" to "Hybrid". That'll give a massive performance boost.
I had it on "Exclusive" originally, and 1080p internal was the highest I could go, and even then, the map screen would cause major dips, etc. and uncapped with gecko code, it hung out in the middle 40's, so only viable at stock 30fps in my case. Setting to "Hybrid", I can run 1440p internal, maps are fine, cut-scenes are fine, audio is fine, Bionis Leg (with the ultra crisp background from ledge overlooking the titans) had no issues, and the Dolphin CPU OC is unchecked. Sound has no issues, so not needed to stretch it. I switched to Cubeb and left it there, dunno if any better or not.
Ubershaders = "Hybrid" (HUGE performance hit running "Exclusive")
AA = OFF. Don't need it at higher (1080p -1440p) internal, huge performance drop unless running Native.
AF = 16 (just my preference, no performance impact on mine)
Internal Resolution = 4x Native (1440p)
External Frame Buffer = "Virtual" (this works in my case, so haven't changed it)
Disable Bounding and Vertex Rounding are checked (though dunno if it matters)
Vulkan used atm. D3D was mildly buggy for me.
Fullscreen = 4k (dunno if it matters)
Enable CPU Clock Override = (NO. leave it unchecked)
Anything not mentioned, is whatever the wiki page for the game's settings are.
With those settings, my rig will run 1440p w/o issue @30 fps and will do 60 as well. However, that 60 fps gecko code is NOT perfect. I encountered HARD crashes that seemed to point to the gpu driver which is current release. Crashes would occur in prolonged battles. Screen would go black, then sound would loop and TV couldn't detect anything. Had to do a hard reset. I've also noticed that other gecko codes, if active, can introduce added issues like stuttering, etc., compounding the issue, so I suggest turning ALL codes off, set it to "Hybrid", and enable the in-emulator FPS counter. If you see 30 fps @ 1080p internal, try enabling the 60 fps code. If you are at 60, great. If not, leave it at 30 and try 1440p. Leaving the game @30 seems to be the more stable approach, and having a higher internal IMHO beats the extra fps.
I'll also add, the higher the internal setting, the higher the chance of a crash. 4k internal, while it loaded up, crashed on mine. 1440p is fairly solid in my case, though very minor issues that appeared with some codes. 1080p is stable regardless for me. I found 1080p internal was more stable in my case for 60fps, but the 1440p crispness @30 was a better deal.
Hope that helps someone.
Actually, if anyone can't hit 60fps, the best thing to do is to try to run the game with just the 60fps enable code, and maybe the general speed adjustment one.
First line is 60fps, second line slows down many things. The game can't really be played with this code, but it can tell you if my larger code has laggy bits or if just simply setting the game to 60fps is the problem.
$60fps
04819E68 00000001
04CA54C0 3F000000
Also, interesting to note - I personally haven't seen a noticeable speed difference with ubershaders on or off.
(09-25-2017, 09:37 PM)One More Try Wrote: [ -> ]Also, interesting to note - I personally haven't seen a noticeable speed difference with ubershaders on or off.
There's not much difference between Disabled and Hybrid (other than the stuttering) - it's just that Exclusive is slow.
(09-25-2017, 09:37 PM)One More Try Wrote: [ -> ]Actually, if anyone can't hit 60fps, the best thing to do is to try to run the game with just the 60fps enable code, and maybe the general speed adjustment one.
First line is 60fps, second line slows down many things. The game can't really be played with this code, but it can tell you if my larger code has laggy bits or if just simply setting the game to 60fps is the problem.
$60fps
04819E68 00000001
04CA54C0 3F000000
Also, interesting to note - I personally haven't seen a noticeable speed difference with ubershaders on or off.
Tried your recommended settings and there's various issues. Shulks walking around like he's in ball and chains. Loading screen is going hilariously fast. And a couple other things. Here's a vid. I'll test out more stuff if you want.
https://www.youtube.com/watch?v=KWpI3450rhg&feature=youtu.be
That code is to test if you can get 60fps and nothing else. It's not supposed to work correctly. If the short code gives you 60fps and the long, real code doesn't, then the real code may need more optimizations.
Sorry I dropped off the radar after promising to test stuff, classes have kept me busy. Some non-school stuff is starting to let up though, so I may find the free time soon.
It's ok, I've been testing and smoothing stuff out.