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Super Mario Galaxy Framerate Drops and Freezing - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Support (https://forums.dolphin-emu.org/Forum-support) +--- Thread: Super Mario Galaxy Framerate Drops and Freezing (/Thread-super-mario-galaxy-framerate-drops-and-freezing) |
Super Mario Galaxy Framerate Drops and Freezing - samurai221 - 01-19-2014 Hello, I have a system with these specs: -AMD FX 8320 OC @4.1 ghz -GTX 770 4gb I am playing super mario galaxy and most of the time, i am able to maintain a fps of 60-61 but sometimes, when I fly into a galaxy or when there is something far away that im looking at then my frame rate drops to 50 - 55 and my lle audio gets choppy with this game. Is there any way to get it to run at a constant 60 fps without Oc even more? Also, will overclocking solve this problem? I also used to get random freezing because the audio was glitchy , so I turned off lle on seperate thread and the freezing was fixed. I just wanted to know if having lle on thread enabled should improve the game speed, and if so, how to get it to work with SMG without game freezing. I didn't see any performance difference when I had lle on separate thread enabled though. RE: Super Mario Galaxy Framerate Drops and Freezing - JMC47 - 01-19-2014 Your computer is too slow to run Super Mario Galaxy without framedrop on LLE Audio. LLE on thread does not work properly in Zelda ucode games, which Mario Galaxy falls under. LLE on thread hasn't helped since the VS2013 move for some reason, I don't know why. RE: Super Mario Galaxy Framerate Drops and Freezing - samurai221 - 01-20-2014 (01-19-2014, 09:28 PM)JMC47 Wrote: Your computer is too slow to run Super Mario Galaxy without framedrop on LLE Audio. LLE on thread does not work properly in Zelda ucode games, which Mario Galaxy falls under. So can I fix this with some overclocking? RE: Super Mario Galaxy Framerate Drops and Freezing - DJBarry004 - 01-20-2014 (01-20-2014, 12:26 AM)samurai221 Wrote:(01-19-2014, 09:28 PM)JMC47 Wrote: Your computer is too slow to run Super Mario Galaxy without framedrop on LLE Audio. LLE on thread does not work properly in Zelda ucode games, which Mario Galaxy falls under. You could push more the CPU if you have a good enough cooler and high-quality thermal paste. RE: Super Mario Galaxy Framerate Drops and Freezing - samurai221 - 01-20-2014 (01-20-2014, 12:30 AM)DJBarry004 Wrote:(01-20-2014, 12:26 AM)samurai221 Wrote:(01-19-2014, 09:28 PM)JMC47 Wrote: Your computer is too slow to run Super Mario Galaxy without framedrop on LLE Audio. LLE on thread does not work properly in Zelda ucode games, which Mario Galaxy falls under. Ok I'll try that. Is it true that intel cpu does better with emulators? RE: Super Mario Galaxy Framerate Drops and Freezing - DJBarry004 - 01-20-2014 (01-20-2014, 12:34 AM)samurai221 Wrote:(01-20-2014, 12:30 AM)DJBarry004 Wrote:(01-20-2014, 12:26 AM)samurai221 Wrote:(01-19-2014, 09:28 PM)JMC47 Wrote: Your computer is too slow to run Super Mario Galaxy without framedrop on LLE Audio. LLE on thread does not work properly in Zelda ucode games, which Mario Galaxy falls under. Most of the time. but it depends on the CPU model and generation. RE: Super Mario Galaxy Framerate Drops and Freezing - Shonumi - 01-20-2014 It also depends on which emulator you're talking about. For Dolphin at least, the past four Intel hardware generations outperform any of AMD's comparable CPUs. For your issue, there actually may be a way to fix the audio. You could try enabling the VBeam Speed Hack (Right click the game in Dolphin, go to Properties), or alternatively disable Idle Skipping. These two options for some reason let audio run as if you were emulating the GC/Wii CPU at fullspeed, though apparently not everyone has success with it. If that fails, try using the OpenAL audio backend and increase the Latency. Neither of these methods will fix the visual lag, however. Also a possibility, buy the PAL version, dump it, then run it in Dolphin. The PAL version runs at 50 FPS natively, so if your PC can already handle NTSC versions at 50-55 on LLE audio, it should technically be able to run the PAL version fullspeed. Obviously, you'll have to open your wallet for this solution (unless you have nice Euro friends you can bum the game off of). RE: Super Mario Galaxy Framerate Drops and Freezing - samurai221 - 01-20-2014 (01-20-2014, 02:45 AM)Shonumi Wrote: It also depends on which emulator you're talking about. For Dolphin at least, the past four Intel hardware generations outperform any of AMD's comparable CPUs. I currently have vbeam speed hack enabled and I havent disabled Idle skipping as it says it will give me a speedup. If i disable idle skipping will it slow down to less than 60 fps. Also should i disable idle skipping and enable vbeam speed hack at the same time or just one or the other? RE: Super Mario Galaxy Framerate Drops and Freezing - Shonumi - 01-20-2014 How about trying it for yourself, since it takes like two seconds? :p Anyway, the VBeam Trick actually has several variations: 1) VBeam Speed Hack ON. Disable Idle Skipping ON. 2) VBeam Speed Hack ON. Disable Idle Skipping OFF. 3) VBeam Speed Hack OFF. Disable Idle Skipping OFF. Contrary to what the description of the settings might suggest, disabling idle skipping give you some strange behavior sometimes, including allowing you to run audio in LLE at fullspeed even when you're not emulating the rest of the game fullspeed, which may be seen as a "speedup" in reference to audio speed. Again, none of this affects your FPS; the VBeam Trick is and never was a method to diminish graphical/visual lag, just a way to run LLE audio fullspeed when you normally couldn't. |