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Emulator Issues #6273

closed

Dolphin 3.5-1165/1166 makes Resident Evil 0 stutter badly in DX9

Added by markdperry68 about 11 years ago.

Status:
Fixed
Priority:
Normal
% 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

Do not attach files to this issue. Upload them to another site and
link here. Use imgur.com for images.

Have you searched the issue tracker for a similar issue?
Yes

Game Name?
Resident Evil 0

Game ID?
GBZE08

What went wrong?
Starting from 3.5-1166 (revision c4bc20b4d9c2) the video in RE0 stutters very badly. This commit is a file missed from 3.5-1165 (revision 0c4713a152a3) commit. As Rebecca or Billy runs across the room they freeze for a split second, then jump ahead to where they actually should be. And they do this every 0.3 seconds or so. It looks very similar to online games where one player has a laggy connection (Resident Evil 5 comes to mind). But it's like continuous lag. Forever.

This is Rodolfo's commit.

Also, this version tends to crash when stopping the game.

What did you expect to happen?
3.5-1164 the characters run perfectly smoothly.

What steps will reproduce the problem?
Use the attached memory card image. Start RE0, "Load Game", load any of the saves, choose "Extra", and start the Leech Hunter mini-game. When you have control, just run around the room and observe the lag. The torches in the room lag too.

What version of Dolphin were you using (please test the latest version
from http://dolphin-emu.org/download first, 3.5 or 3.5-167 are not valid
tests!)?
3.5-1166

64 or 32 bit Dolphin?
64 bit

What version of Dolphin used to work?
3.5-1164

What Operating System were you using and what are your hardware
specifications?
Win 7 x64
Core i5-3360M, 2.8ghz, turbo up to 3.5ghz
4GB memory
160GB SSD hard drive

64 or 32 bit Operating system?
64 bit

Any other relevant information or links to logs:
Use the attached memcard image to quickly get to the issue

Actions #1

Updated by markdperry68 about 11 years ago

Oops, sorry had the git revision numbers backwards for 3.5-1165 and 3.5-1166.

Actions #2

Updated by Billiard26 about 11 years ago

  • Issue type set to Bug
Actions #4

Updated by NeoBrainX about 11 years ago

rodolfo: the other backends had a slowdown due to perf queries to, I doubt there's any issue in d3d9 specifically. Adding an option for the thing should be sufficient.

Actions #5

Updated by rodolfoosvaldobogado about 11 years ago

Thanks for the info neo, will check that specific game to see what is causing the issue and if is fixable

Actions #6

Updated by markdperry68 about 11 years ago

Hey guys I just realized I forgot to mention, my gfx is Intel HD 4000 graphics, yeah I know it's weak but

(a) I'm running it on low gfx settings: 1x native res, no AA, 4x AF, EFB->texture, XFB diabled, ignore format changes, texture cache accuracy mid-way between safe & fast.

(b) 3.5-1164 ran it perfectly, graphically speaking. Slight crackling in the audio but perfect visuals.

Let me re-iterate that I am happy to help with any testing, debug, etc.

Actions #7

Updated by tommyhl2.SS almost 11 years ago

  • Status changed from New to Questionable

This game works fine for me with Dolphin 3.5-1531 with the VBeam Speed Hack enabled.

Actions #8

Updated by rodolfoosvaldobogado over 10 years ago

this showld be fixed in the dx9-ssa-fix branch, please test it when is posible.

Actions #9

Updated by rodolfoosvaldobogado over 10 years ago

this showld be fixed in the dx9-ssa-fix branch, please test it when is posible.

Actions #10

Updated by NeoBrainX over 10 years ago

rodolfo: by the way, do you think any of the commits in your branch should be merged to master? It would greatly help if you rebased the branch instead of always merging master into it (or better yet, not integration master changes at all unless there's a reason to). Currently, reviewing the changes is quite a mess because the new commits are hidden between merges.

Actions #11

Updated by rodolfoosvaldobogado over 10 years ago

sorry about that i'm not really use to use git, i will make that for my next branch.
all the changes can be merged to main safetly because all are fixes to existing issues.
and i will fix any issue that is generated from them. currently i'm working on other issues in a diferent branch i will not update that branch until is merged to main.

Actions #12

Updated by markdperry68 over 10 years ago

Excellent news, thanks for looking into this Rodolfo.

In the original issue I forgot to mention that my GPU is Intel HD4000 integrated, which I know sucks but it manages Xenoblade well on 3.5-1158 using 1x IR and render-to-main, and Xenoblade is much more demanding graphically than RE0.

ONE PROBLEM THOUGH, AND QUESTION FOR THE DEVS: I would gladly test it, but this branch is not compiled by the build bot. How to get it added so the branch shows up on the main Dolphin home page?

Actions #14

Updated by markdperry68 over 10 years ago

Thanks Neobrain, will go download the latest rev of the branch later tonight and test.

Actions #15

Updated by eikra3 over 10 years ago

I can confirm that the dx9-ssaa-fix build fixes it for me.

Actions #16

Updated by rodolfoosvaldobogado over 10 years ago

Neo, do you think that is a good moment to merge the dx9-ssaa-fix? it doesn't introduce new issues and seems to fix 2 accepted issues.

Actions #17

Updated by delroth over 10 years ago

Yes please. The changes look good enough for me (except one commit with indentation issues, please fix that before merging) - only looked at the VideoCommon parts, I don't think we care about D3D9 code quality anymore. Do the merge before sunday evening, we are stopping merges of non critical/preapproved improvements after that (4.0 release is soon).

Actions #18

Updated by markdperry68 over 10 years ago

Finally had a chance to test it. Tried RE0 GC and Xenoblade with both DX9 and DX11 backends, problem is gone, gfx are back to silky smooth. Excellent work Rodolfo!

Tried OGL, RE0 would hang at different points very early on (either somewhere in the menu or shortly after going in-game) so went back to 3.5-1158, and verified the problem is back there as well. So that issue is unrelated to this one.

The OGL problem may be due to my GPU which is Intel HD4000 which I'm sure has crappy OGL support. At least DX9/DX11 both work.

I saw Rodolfo just merged his branch into master, so maybe this is all a moot point. But I thought I should anyway report my findings back here, and give my thumbs up to the merge since I'm the issue reporter. :thumbsup:

Actions #19

Updated by rodolfoosvaldobogado over 10 years ago

  • Status changed from Questionable to Fixed
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