Project

General

Profile

Emulator Issues #11220

Harry Potter and the Prisoner of Azkaban drops to 0 FPS during in-engine cutscene to gameplay transitions.

Added by danileon95 almost 2 years ago. Updated over 1 year 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

Game Name?

Harry Potter y el Prisionero de Azkaban (Harry Potter and the Prisoner of Azkaban)

Game ID? (right click the game in the game list, properties, info tab)

GAZS69

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

f150ce3ef73bfcb788facd19cff0e483

What's the problem? Describe what went wrong.

This game has some in-engine cutscenes that naturally transition to gameplay. When these transitions happens, the game drops right down to 0 FPS during a few seconds until it resumes normally.

What steps will reproduce the problem?

Play the game, the prologue shows this off inmediately.

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.

Yes, 5.0-8098

Is the issue present in the latest stable version?

No idea. I'd try it, but 5.0 throws a lot of errors at me because it can't read my SYSCONF.

What are your PC specifications? (CPU, GPU, Operating System, more)

i7 6700k 4.2 GHz
GTX 1070
16 GB DDR4 RAM
Windows 10

Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)

A video:
https://www.youtube.com/watch?v=PG2RLzIebj8&feature=youtu.be
The problem happens at 0:35, 1:03, 1:58, 2:22 and 2:44

This happens on Direct3D11, Vulkan and OpenGL. On Software I'm not sure, I think it happens too but it's so slow in the first place that I can't tell.
I will provide anything else that you ask for

dolphin.log (344 KB) dolphin.log Log danileon95, 07/07/2018 05:55 PM

History

#1 Updated by danileon95 almost 2 years ago

Please note that I'm using the Spain version, but I assume this would happen in any version of the game. Or at the very least any European version of the game.

#2 Updated by danileon95 almost 2 years ago

I just checked if the problem also occurs with Dual Core disabled and yep, it does.

#3 Updated by JMC4789 over 1 year ago

In the logs does it say the JIT cache is being flushed? Have you checked to see if the game pauses while loading on console?

#4 Updated by danileon95 over 1 year ago

This is that the logs say after having one of these freezes (and after closing the game)

This is the first time I use the log feature, maybe I did something wrong?

And yes, the game stops for a moment in console. I'm unable to test in on real hardware right now but if you check any gameplay in youtube in the real console, it's there. However, it's much less pronounced, lasts much less, and the audio doesn't stop or get messed up. It's just a really quick stop. Here you can see it (right after the letterboxing dissapears):
https://youtu.be/lJdA3NPrMPQ?t=1m53s

#5 Updated by JMC4789 over 1 year ago

Turn on info logging and make sure all logging types are enabled.

I'll try this out too since I apparently have this game (somewhere?)

#6 Updated by JMC4789 over 1 year ago

Ah yep, it's flushing the far code cache on every transition! That's causing your stutter.

#7 Updated by danileon95 over 1 year ago

Yep, the log says this during the freeze:
54:18:696 PowerPC\Jit64\Jit.cpp:597 W[PowerPC]: flushing main code cache, please report if this happens a lot

I'll attach the whole log. I closed the game right after the freeze.

#8 Updated by danileon95 over 1 year ago

So it's not actually a bug then?

#9 Updated by JMC4789 over 1 year ago

It's not a bug unfortunately, but it is an issue.

Basically if a game overflows the far code cache, we have to flush it which causes a stutter.

#10 Updated by azteca over 1 year ago

JMC4789 wrote:

It's not a bug unfortunately, but it is an issue.

Basically if a game overflows the far code cache, we have to flush it which causes a stutter.

This seems similar but not identical to my issue: https://bugs.dolphin-emu.org/issues/10014
From what I remember, there were also slowdowns during gameplay after the initial slowdown from the cutscene transition.

Also available in: Atom PDF