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Emulator Issues #10575

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Buffy the Vampire Slayer: Chaos Bleeds - Random Speed Ups

Added by DashieSparkle about 7 years ago. Updated almost 2 years ago.

Status:
New
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Buffy the Vampire Slayer: Chaos Bleeds

GCQE7D

20968e92927def53807faa3c0a4403a6

The game will just randomly speed up.

Issue present in development version 5.0-5636

Issue present in latest stable version 5.0

AMD FX-6300
GTX 960 4Gb
8GB Ram
Windows 10


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #11795: Problemas de velocidad en el juego de buffy the vampire slayer chaos bleeds.Duplicate

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Actions #1

Updated by JMC4789 about 7 years ago

What is the framerate before/after the speedups? Is it jumping from 30 fps to 60 fps?

Actions #2

Updated by DashieSparkle about 7 years ago

See that's the weird part. The framerate stays at 60 fps, it doesn't change. The game just randomly speeds up when you start fighting enemies

Actions #3

Updated by JMC4789 about 7 years ago

Does this happen on console? Does the internal FPS change? Does it feel smoother?

Actions #4

Updated by DashieSparkle about 7 years ago

It doesn't happen on console. The internal FPS doesn't change. Also I saw it being played on Dolphin 4.0. It never had that problem then.

Actions #5

Updated by JMC4789 about 7 years ago

Can you try turning off dualcore? Have you tried messing with the emulated CPU clock rate (Options/Configuration/Advanced tab) to see if maybe something is weird?

No one else has reported this, but because I doubt a lot of people play this game, it's completely possible a regression slipped in at some point.

Actions #6

Updated by DashieSparkle about 7 years ago

Ok I turned of dualcore and it still happens. I tried emulated CPU clock rate at a lower percentage (80%), it happened more frequently. I tried emulated CPU clock rate at a higher percentage (120%), it still happens.

Actions #7

Updated by DashieSparkle about 7 years ago

Any chance you can test it out to see if it happens to you?

Actions #8

Updated by JMC4789 about 7 years ago

I don't have the game to test unfortunately so, for now we'll have to wait on it. I'm not sure what could be going wrong.

Actions #9

Updated by ArKay over 6 years ago

Same issue here, as soon as a couple of enemies appear on screen (more than 2 I think), everything moves 2 or 3 times as fast--like some kind of frame skipping--which makes it pretty difficult to play this game.

NVidia GTX 1050 TI
AMD Ryzen 7 1070X
Windows 10

Tested with last stable build (5.0).

Actions #10

Updated by netobertrand075 over 5 years ago

Acabo de descargar la ultima versiĆ³n 5.0-10603, he estado probando en varios juegos y en killer 7 note una mejora en el rendimiento pues en la version 5.0 en la etapa de umeyda la velocidad del juego bajaba en todo el escenario y esto tambien sucede en la etapa de alter ego donde enfrentabamos a los 7 power rangers. En el caso de buffy the vampire slayer el mismo problema persiste y es que cuando aparecen varios enemigos o personajes en el mismo escenario la velocidad del juego aumenta haciendo imposible jugarlo. Es decir que tanto los enemigos como los personajes se mueven muy rapidos. He estado preguntando a otros usuarios y todos me dijeron que tenian el mismo problema.

Actions #11

Updated by JosJuice over 5 years ago

  • Has duplicate Emulator Issues #11795: Problemas de velocidad en el juego de buffy the vampire slayer chaos bleeds. added
Actions #12

Updated by LPA over 3 years ago

This issue is still present in 5.0.13792

Actions #13

Updated by ZephyrSurfer about 3 years ago

This issue turns out to be the same as the one facing Batman Begins (Issue #9887)

The game will speedup at certain points even though it maintains 60 fps. This is easy to see on the first playable section as buffy if you run into the counter from behind the counter if that makes sense. Although it happens in a lot of other areas too.

The game will maintain a regular speed if ran through the wii menu then run the GameCube disc.

Running the game from the gamelist used to be without issue also but a previous revision broke it.

4.0-7592 -> https://dolphin-emu.org/download/dev/6bc95b3f6de2aaf411ab075f9f4b918e3f44e818/

Actions #14

Updated by neberiuz almost 3 years ago

ZephyrSurfer wrote:

This issue turns out to be the same as the one facing Batman Begins (Issue #9887)

The game will speedup at certain points even though it maintains 60 fps. This is easy to see on the first playable section as buffy if you run into the counter from behind the counter if that makes sense. Although it happens in a lot of other areas too.

The game will maintain a regular speed if ran through the wii menu then run the GameCube disc.

Running the game from the gamelist used to be without issue also but a previous revision broke it.

4.0-7592 -> https://dolphin-emu.org/download/dev/6bc95b3f6de2aaf411ab075f9f4b918e3f44e818/

Hello, so I've been trying to play this game and this also has been happening to me since I don't know when, I thought there was an issue with my computer but it turns out it was dolphin. There is no actual fix to this issue? I am using Dolphin 5.0-15445

Actions #15

Updated by ZephyrSurfer almost 2 years ago

There are two bisects.

The issue started in 4.0-7517 -> https://dolphin-emu.org/download/dev/ecbb83fa0f6c63def7b0e7d17b6f7e8b47bcb724/

The issue was still present in 4.0-7540.

The next version seems to have worked around the issue by disabling display_control_register.ENB, 4.0-7542 -> https://dolphin-emu.org/download/dev/8dd80b8e970c9da306892862bb09329d231aacc4/

Disabling display_control_register.ENB caused issues in VC and PAL games like Wind Waker

That change was reverted in 4.0-7592 -> https://dolphin-emu.org/download/dev/6bc95b3f6de2aaf411ab075f9f4b918e3f44e818/

So we're back to the issue.


The first commit from 4.0-7517 caused the issue (480dbb22f2cfddf7fa989f3a68fbfec075b3a1b4)

I think it's specifically the changes in the SystemTimers.cpp with the changes to the values passed to ScheduleEvent, possibly in VICallback(). (Looks like GetTicksPerHalfLine is a little less than half of GetTicksPerLine)

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