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Full Version: F-Zero GX Performance issue
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(03-09-2023, 07:09 PM)Legendkiller236 Wrote: [ -> ]Oddly enough, I was able to find an older version of dolphin specifically for this game and it doesn't do that stutter anymore

Hmmm, i'm using Series X Dolphin at 1.1.3. On this last update, it got worse. Now i need to render at native resolution to avoid crashes. And yes, it only happens on Split Oval. Curse this course. 
Series X is not supported
To clarify what ExtremeDude2 means, Xbox Series X is not something we provide official support for. You'll have to ask the people who are behind the Xbox fork if you have problems with it.
(01-22-2022, 04:58 PM)Legendkiller236 Wrote: [ -> ]My Specs:

GPU: RTX 2080 8gb
CPU: i7-9700k
RAM: 16gb
OS: Windows 10

Im using the latest Dolphin Build.
All Drivers on my PC are up to date.

Issue: a while back i had F-Zero GX running perfect on my pc. it was running on 4K with the settings from the Wiki and ran at 60fps.
now for some reason im having a stuttering issue during the race, but the kicker is that its only during one specific stage which is Casino Palace Split Oval. No other stage causes this issue except this stage.
Basically when im on this stage and i use the Boost the FPS drops to 30 causing a pause effect, before continuing like normal. i tried all the backends, different combination of settings and i cant seem to fix it, however the other stages work perfectly fine.

I confirm that this BUG still exists, and it really is a bug because it only happens on that track and in specific stretches on that track (the fps drops from 60 to 30 even less, even pausing the game), whatever the settings used.
It just doesn't happen if it's in native resolution. Above that resolution, if you activate the turbo, it is already slow.

Using Windows 10 Dolphin 5.0-19600 Vulkan with intel 13700 and rtx 4090, it also happens with intel 4690 and GTX 980, whatever the hardware...
I was trying something and I notice few things interesting. First of all direct 11 for me didn't cause a pause effect that I notice for the most part, however both direct 12 and vulken did. In all 3 backends test(vulken,direct 12, direct 11) all show a odd vram usage in the overlay (msi afterburner). It would go from around 1.2gb to nearly 9.5 gb of vram on that course but no on other courses I tried. This occur on all backends also. Then after it hit 9.5gb it would drop down to 1.2gb and repeat. When it hit 9.5 and I boost ingame it would sutter\pause on direct 12\vulken but not direct 11. This is on my desktop with r9 5900x, 32 gb ram, and rtx 4070. I might try this on my laptop that as a rtx 3070\intel 12th gen igpu and see if it behaves similar. As for test settings. I use default graphic minus 6x internal resolution, hybrid ubershader, and api. I also notice this with exclusive ubershader and while i didn't run in a gpu limit from what i seen in msi afterburner it sill occurred with vulken and direct 12.
Almost forgot to mention I used 5.0-19368 for this.
Tried my laptop 6x ir would for the most part max vram and slow down it direct 11 for about 5-10 seconds until the memory went back to normal usage. vulken would still pause but not have a much of a slow down out side of that. 5x was fine on that laptop though in direct 11.
(06-12-2023, 06:48 PM)themaster123 Wrote: [ -> ]I was trying something and I notice few things interesting. First of all direct 11 for me didn't cause a pause effect that I notice for the most part, however both direct 12 and vulken did. In all 3 backends test(vulken,direct 12, direct 11) all show a odd vram usage in the overlay (msi afterburner). It would go from around 1.2gb to nearly 9.5 gb of vram on that course but no on other courses I tried. This occur on all backends also. Then after it hit 9.5gb it would drop down to 1.2gb and repeat. When it hit 9.5 and I boost ingame it would sutter\pause on direct 12\vulken but not direct 11. This is on my desktop with r9 5900x, 32 gb ram, and rtx 4070. I might try this on my laptop that as a rtx 3070\intel 12th gen igpu and see if it behaves similar. As for test settings. I use default graphic minus 6x internal resolution, hybrid ubershader, and api. I also notice this with exclusive ubershader and while i didn't run in a gpu limit from what i seen in msi afterburner it sill occurred with vulken and direct 12.
Almost forgot to mention I used 5.0-19368 for this.
Tried my laptop 6x ir would for the most part max vram and slow down it direct 11 for about 5-10 seconds until the memory went back to normal usage. vulken would still pause but not have a much of a slow down out side of that. 5x was fine on that laptop though in direct 11.

Temporary ram memory leak with this trigger in these parts in this race, uhmmm
Okay I may have found a work around. In the graphic setting, then in the advance tab, near the bottom of the page in misc I checked "cull vertices on the cpu". With vulken it seem to remove or seriously reduce how often the pausing\slowdown occur. It also help direct 11 in that it reduce the likelihood of slow down at high ir since in generally it reduce vram usage on both api. I don't know if there performence\other issues on other maps though. If other people what to try this and post back especially on amd cards as I have none of those to test on. This is tested on my desktop in sig\previous post.
Thanks, by activating the option the memory doesn't double in size, it's stable and I've tested it on many tracks and everything is flowing very well now.

Tested on desktop intel 16gb i5 4690 + gtx 980 and desktop 32gb ddr5 i7 13700 + rtx 4090
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