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Emulator Issues #12831

closed

Ocarina of Time (WiiVC) has considerably more lag frames than hardware

Added by Savestate about 2 years ago. Updated 3 months ago.

Status:
Duplicate
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?

Ocarina of Time Wii VC

Game ID? (right click the game in the game list, Properties, Info tab)

NACJ01

MD5 Hash?

fbd31f95610f795d0acd51320f9821d9

What's the problem? Describe what went wrong.

In Ocarina of Time for Wii VC (and Majoras Mask), the game runs considerably slower in some portions of the game than on hardware. In Kokiri Forest, there's areas that drop the FPS to 14-16fps despite keeping a VPS of 60. Market also drops FPS below what you would normally see on hardware. Host machine specs are not the issue because overclocking the CPU to 115% or so makes the game behave much closer to what you would see on hardware.

What steps will reproduce the problem?

Running the game in particular locations will cause this. The easiest one to get to is outside the sword maze looking over the Kokiri Forest.

Is the issue present in the latest development version?

Yes, Dolphin 5.0-15445 (Beta)

Is the issue present in the latest stable version?

This has been an issue for as long as I can remember, 5.0 isn't working correctly when I try to run it but if this is necessary information I can try and figure out why it's crashing on open.

If the issue isn't present in the latest stable version, which is the first broken version?

n/a

If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible.

n/a

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

Intel i7-8750H
NVIDIA GeForce RTX 2070 with Max-Q Design
Windows 10 21H2
16.0 GB RAM

Is there anything else that can help developers narrow down the issue?

Video demo using the practice rom: https://www.youtube.com/watch?v=x8QfMLWMzJc
Note that the top right shows the current number of lag frames detected by the practice rom. This number skyrockets on Dolphin compared to hardware.

Here's a dolphin savestate of the practice rom (v0.3.6, jp) that autoplays the above demonstration with the lag frame counter enabled if you would like to test: https://drive.google.com/file/d/1Dnl64St6jidyRdvi1rhTJHDph9kUP6RH/view?usp=sharing

You can download the practice rom patcher from https://practicerom.com/


Related issues 2 (1 open1 closed)

Related to Emulator - Emulator Issues #13469: Sin and Punishment (N64 Virtual Console) Emulated Slowdown in Intense AreasDuplicate

Actions
Is duplicate of Emulator - Emulator Issues #11330: Dolphin's Emulated CPU is Too Slow/Fast in Various SituationsNew

Actions
Actions #1

Updated by JosJuice about 2 years ago

  • Status changed from New to Accepted

It is a known issue that Dolphin's CPU timings cause N64 VC games to run a bit too slow. Unfortunately, being accurate here without losing too much performance is pretty hard.

Actions #2

Updated by Savestate about 2 years ago

JosJuice wrote:

It is a known issue that Dolphin's CPU timings cause N64 VC games to run a bit too slow. Unfortunately, being accurate here without losing too much performance is pretty hard.

It does sound like a tricky problem for sure. Does this mean it is likely something not to be fixed for a long time? I'm looking to propose that we legalize dolphin for speedruns up to a certain percentage of a category's WR run (likely 10%). If this seems like something that is low priority or will take a long time, I'll propose we allow cpu overclock of around 115% as a compromise until this is possibly figured out.

Actions #3

Updated by AdmiralCurtiss about 2 years ago

The thing is that in order to be actually accurate here you have to emulate all kinds of CPU-specific behavior like caches, pipelining, memory access latency, etc, all of which is not only hard to nail down the exact behavior of but also makes it more expensive to emulate. I wouldn't expect any major changes here in a long time; if a 115% overclock gives you a close-enough behavior I'd recommend just go for that. You can make an distribute a GameINI that enforces this exact overclock when running OoT/MM, if you want to make this easy to setup for new users.

Actions #4

Updated by Savestate about 2 years ago

Right on, makes sense. That's a good idea regarding the GameINI. Thanks! And thanks for everything y'all do! ^^

Actions #5

Updated by VladimirVSC about 2 years ago

This issue is also true for Gamecube version of Ocarina of Time.

Actions #6

Updated by JosJuice 3 months ago

  • Related to Emulator Issues #13469: Sin and Punishment (N64 Virtual Console) Emulated Slowdown in Intense Areas added
Actions #7

Updated by JosJuice 3 months ago

Actions #8

Updated by JosJuice 3 months ago

  • Status changed from Accepted to Duplicate
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