Emulator Issues #5666
openResident Evil Zero slows down after loading a savestate
Added by vlad.semenov.eraser about 12 years ago. Updated 5 months ago.
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Description
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Resident Evil Zero
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After loading a savestate, the emulation speed drops by half (from about 35-40 FPS to about 17-24 FPS). If not using savestates, everything works fine.
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I believe on earlier revisions the problem was non-existent.
- Start game.
- Press Shift-F1 to save
- Press F1 to load.
- 32-bit version of Dolphin 3.0-r776-dirty, runs under Windows XP SP3, nVidia GeForce 570.
Updated by Epervier666 about 12 years ago
I have the same problem for Resident Evil Rebirth (Wii version). It seems to happend right when I save state... and get worse when I reload.
And if I just launched the game then reload a saved state, it happens too.
Updated by tommyhl2.SS about 12 years ago
There are random save state issues with many games, not just these. While this is generally an issue that needs to be fixed at some point, you should just not use save states at all until then. The regular intended in-game saves work fine, use them.
Updated by vlad.semenov.eraser about 12 years ago
Meanwhile, I've rolled back to the 3.0-r367 revision, which doesn't have the aforementioned problem.
Updated by rdragoon about 12 years ago
Try 3.0-673 and 3.0-655, and report whether it happens in either of those revisions.
Updated by vlad.semenov.eraser about 12 years ago
Both 3.0-673 and 3.0-655 suffer from the slowdown after savestate loading, and they are generally slower as well (maximum 30 FPS without savestates, while 3.0-367 produces 35-40 FPS).
Updated by Sonicadvance1 about 12 years ago
If you go back and find the specific revision that broke it, it would be a lot easier for us to fix it. Going through 300+ revisions when we don't have the game or we have other projects to work on would really help us out.
Updated by vlad.semenov.eraser about 12 years ago
Root of evil seems to be 3.0-629, since it features the after-load slowdown, and the previous one 3.0-601 doesn't (several revisions of the 5xx series that I tested also worked fine).
Updated by rdragoon about 12 years ago
That's r77f47866dfb4fbf330292957031b1914b2ac3a3e and r330f63df80f94488655d21b535cf75a2ce0e9fa2.
I'll compile a few builds between there to narrow it down some more, in a bit.
Updated by rdragoon about 12 years ago
http://www.mediafire.com/?dx3rw3ls4002b0j
Try those, and report back which is the last one that works.
Updated by vlad.semenov.eraser about 12 years ago
r604 worked nicely, while r612, r616 and r627 suffered from the slowdown (and r624 failed to start the game at all)
Updated by rdragoon about 12 years ago
http://www.mediafire.com/?20vby3el580l2zl Try these.
Looks like the cause was performance counters.
Updated by vlad.semenov.eraser about 12 years ago
All the revisions after r604 have the slowdown issue.
Updated by rdragoon about 12 years ago
rcdace9d776e3cf60503a750254fa6e738e9eb9f5 is the cause then.
Updated by vlad.semenov.eraser about 12 years ago
Great, what are the plans concerning it? :)
Updated by Sonicadvance1 about 12 years ago
Probably just need to save the two new variables that were added that revision to the states yea?
Updated by Sonicadvance1 about 12 years ago
- Status changed from New to Accepted
u32 numLoadStoreInst;
u32 numFloatingPointInst;
Those two variables need to be moved to the PowerPCState struct.
Jit.cpp and JitIL.cpp need to be updated to include the new locations.
Interpreter also needs to be updated to handle the performance counters.
Overall, it will be easy to fix, we just need someone to do it.
Anyone willing to post patches, it'll be welcomed.
Updated by Sonicadvance1 about 12 years ago
Build with that patch applied and try your savestate. It may or may not work, I can't actually test here.
Updated by Sonicadvance1 about 12 years ago
Oh right, this patch would effect the savestate version. So dump your savestates and create new ones to try it out.
Updated by Sonicadvance1 about 12 years ago
Issue 5693 has been merged into this issue.
Updated by Sonicadvance1 almost 12 years ago
- Issue type changed from Other to Bug
- Relates to performance set to Yes
- Priority set to Normal
- Category set to ppc
- Operating system N/A added
As a note, the patch didn't work, It will need to be a true fix if we want to fix the slowdowns completely. It will cause a performance hit though.
Updated by Sonicadvance1 almost 12 years ago
Issue 5946 has been merged into this issue.
Updated by xpkim11 over 11 years ago
I hate this issue.(slowdown after the Clearing block cache in RE4)
Please help me.
I would like to play RE4 with BGM and without Save.
Updated by markdperry68 over 11 years ago
So was skidau's commit the cause or not? I would REALLY appreciate if one of the devs could have a look at this. I'd love to be able to use save states in RE0 again. :)
Updated by burnhellpsp over 11 years ago
The "Slowdown after Clearing Code Cache in Resident Evil 4 Wii" and the "Resident Evil Zero slows down after loading a savestate" will be fixed once the devs find someone to do it, but it appear that the only one be able to do it is Henrik. :p
Updated by itachijuniorpc over 11 years ago
Does anyone know if there is any news about this issue?
Updated by thariel49 over 11 years ago
Same question, I want to TAS Resident evil remake, but I just came through this problem, and as I don't really know if it will be a problem later on, I think I'm gonna have to wait your answer :)
Updated by riderfx3 almost 11 years ago
Hello I have got the same issue with Resident Evil Remake (Wii version) and RE Zero (Wii version)... :(
Updated by JMC4789 over 10 years ago
This issue, at least for Resident Evil 4, has nothing to do with Savestates. Rather, savestates just save the performance slowdown that seems to inevitably happen after so long in these games.
If anyone else can confirm this is the behavior, I'll change the name of the issue.
Updated by brocade41 about 10 years ago
I just encountered a similar issue with Resident Evil Remake. I narrowed it down to build Dolphin 3.0-629. Build 601 does not have any slowdowns. I'm able to test this issue by quickly loading Resident Evil Remake and seeing the emulation speed during the very beginning boot screens. On all versions from 3.0-629 up to 4.0+, the speed will be between 70-90% and highly variable. With Dolphin 3.0 build 601 and earlier it will be at a rock solid 100% speed. It doesn't seem to be related to save states on my end.
Updated by vlad.semenov.eraser about 10 years ago
The problem seems to disappear in Dolphin 4.0 x64 version (still present in x86).
Updated by JMC4789 over 9 years ago
Issue 8693 has been merged into this issue.
Updated by JMC4789 over 9 years ago
Issue 8692 has been merged into this issue.
Updated by Anonymous over 9 years ago
Bug is still here, using r6970 right now, ie. RE0 run fine (~30FPS) until save state load, then drops to 20-15FPS.
Updated by kolano almost 9 years ago
Did we forget to close this out after we retired x86? It's indicated it works fine under x64 above.
Updated by Nameless over 8 years ago
Sorry to have to report, but this bug still exists, at least as of 4.0-9019. OS = Win7 Ultimate x64.
- Loaded up RE0 Wii version in the main hall, observed full speed 30fps.
- Saved state then immediately reloaded save state.
- Speed dropped to ~15fps, VPS also dropped ~50% to ~30vps.
I will help however I can to get this fixed, as it is extremely frustrating.
Updated by ZephyrSurfer almost 4 years ago
The issue isn't really about savestates since the slowdown can happen without loading any savestates at all.
To reproduce the slowdown follow these steps in Resident Evil Zero in both dolphin 3.0-601 and dolphin 3.0-629(or 3.0-605 or any later version).
- Start new game.
- Open in-game menu.
- Select "Options".
- Select "Game Reset".
- Select "Yes" in the yes/no selection.
Observed results in:
3.0-601 = No slowdown occurred.
3.0-629 = The game slows down massively.
5.0-13178 = The game slows down massively.
(There may need to be a fix for savestates as well, since saving state without any slowdown should produce the same state without slowdown when loaded.)
This is broken since 3.0-605 -> https://github.com/dolphin-emu/dolphin/commit/cdace9d776e3cf60503a750254fa6e738e9eb9f5