Homebrew Official Citra - New 3DS Emulator

jroweboy

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Etrian Odyssey V got the slow down
if texture cache rework slowed down the game, why didn't anyone report this so we could fix it? its the first time i've heard of any game slowing down. Can you show before and after for where its slower?
 

demonata

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if texture cache rework slowed down the game, why didn't anyone report this so we could fix it? its the first time i've heard of any game slowing down. Can you show before and after for where its slower?
Sorry but I haven't touch canary in ages....I was just checking canary only for Radiant Historia.

The slowdown is during whole game period (from title),
The frame time simply jumped from single digit to double digit.
The console log on both versions are 100% identical...
(Edit: mingw, CPU JIT on, hardware renderer on, shader JIT on, VSync off, Limit framerate 100% (no effect when turn off), internal resolution auto window size)
Below are rough numbers:

nightly-571(auto window size)
in-town - frame time: 4.50ms
dungeon - frame time: 5.50ms

nightly-572 (auto window size)
in-town - frame time: 19.70ms
dungeon - frame time: 24.40ms

Edit: Just found out what affects the most - internal resolution increase becomes much more costly after texture cache rework
(behaviour not observed in nightly-571)

nightly-572 (native)
in-town - frame time: 7-12ms
dungeon - frame time: 14.30ms

And it took nightly-572 slightly longer (a full second?) to stop the emulation in both cases.
 
Last edited by demonata,

jroweboy

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Sorry but I haven't touch canary in ages....I was just checking canary only for Radiant Historia.

The slowdown is during whole game period (from title),
The frame time simply jumped from single digit to double digit.
The console log on both versions are 100% identical...
(Edit: CPU JIT on, hardware renderer on, shader JIT on, VSync off, Limit framerate 100% (no effect when turn off), internal resolution auto window size)
Below are rough numbers:

nightly-571(auto window size)
in-town - frame time: 4.50ms
dungeon - frame time: 5.50ms

nightly-572 (auto window size)
in-town - frame time: 19.70ms
dungeon - frame time: 24.40ms

Edit: Just found out what affects the most - internal resolution increase becomes much more costly after texture cache rework

nightly-572 (native)
in-town - frame time: 7-12ms
dungeon - frame time: 14.30ms

And it took nightly-572 slightly longer (a full second?) to stop the emulation in both cases.
yesss the game has a demo. i'm getting sick of buying random games i'll never play just to fix bugs in them :P

I took a little time this morning to look into it. I can't seem to figure out why, but its doing 4 full screen texture downloads a frame which is of course killing the FPS and making the screen look blocky. As a work around you can change the internal resolution to native which minimizes the impact of a texture download (as it doesn't need to rescale it) The old nightly was just ignoring the texture downloads which breaks some games... I'll see if i can figure out how to fix it. Wish someone would have reported this before so it could have been fixed sooner ^^; When its fixed it should make it as fast as the old nightly and actually upscale the game properly (instead of just making the pixels more blocky)
 
Last edited by jroweboy,

perkel

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Congratz to team on huge critical update !

I have amd HD7970

Super Mario World 3D works 100% speed now (used to be 70-75% on unofficial builds), perfect emulation
MH4U - crashes citra on boot
MHXX/Gen - crashes AMD drivers and restarts PC after when i load save after main menu (weird) but seems 100% speed.
Eterian Odysey V - crashes citra when in dungeon after a while but works 100% speed
Rune Factory 4 - 100% speed so far no issues, perfect emulation

Speed wise seems perfect stuff, naturally canary so i guess some patches will smooth out experience soon.
Amazing update !
 
Last edited by perkel,

Emogop

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AMD HD5870, catalyst 15.6 (OGL 4.4)
Fire Emblem Awakening - citra closes itself with 3d models appearing
Metroid SR - driver crash at start or 2-3 sec after

So far so good!
Are there any optimisations in plans or it's just hopeless for me?
 

Lunos

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AMD HD5870, catalyst 15.6 (OGL 4.4)
Fire Emblem Awakening - citra closes itself with 3d models appearing
Metroid SR - driver crash at start or 2-3 sec after

So far so good!
Are there any optimisations in plans or it's just hopeless for me?
I don't have an AMD GPU but I'll drop you the answer that I got in Citra's Subreddit because I think that it applies to your situation too:
Canary is the place where we try to fix the bugs, but still let people test the latest features. No guarantee that we can fix your specific setup, but this is just the first release. Make sure you update your graphics drivers as well.
 

Psi-hate

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I'm using an Intel i5 5200u processor with Intel HD 5500

I can run Pokemon Ultra Moon and SSB4 at full speed, when previously it was about 1/3 - 1/2 speed before.
 
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Miguel Gomez

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Why do AMD GPU tend to crash PCs?
Even on the nearest Net Cafe(which are all AMD), it crashed. I dunno how and why did it crash when closing running log(Command Prompt) or something else.

Anyways, I haven't tried it yet but someone on the Smash 4 Discord said that they managed to get 60FPS at 10x Resolution on the latest Canary with accurate Hardware Render on. Not sure about that option. But yeah.
 

sagaopc

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tested build 408 with a A10 5700 and RX 560. PC in black screen sometimes, and in pokémon Ultra Moon, on kukui's call (before choice caracter) PC goes to black screen 2 times
 

Emogop

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Why do AMD GPU tend to crash PCs?
I don't like AMD for bad OGL drivers and abandoning non-CGN videocards (mine HD5870 was almost on par with HD7850 when it first came out) But a crash tendency? They do their job well if all you do is playing regular Steam games. You need to look into each separate case to determine where the problem lies. We don't have internet cafes where I live but I bet they use the cheepest components (such as MB, memory) in their PCs. I'd start digging here.
 

TotalInsanity4

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I don't like AMD for bad OGL drivers and abandoning non-CGN videocards (mine HD5870 was almost on par with HD7850 when it first came out) But a crash tendency? They do their job well if all you do is playing regular Steam games. You need to look into each separate case to determine where the problem lies. We don't have internet cafes where I live but I bet they use the cheepest components (such as MB, memory) in their PCs. I'd start digging here.
Didn't AMD help develop the OGL standard?...
 

Miguel Gomez

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I tested it on my laptop(Nvidia) and yet again, FPS spiked down.
Maybe I have to disable Accurate Hardware Render.
upload_2018-3-11_9-59-31.png


Disable Accurate Hardware gives me a slight increase. But still slow lol. But meh. I'm fine with that. I can still test mods on Citra no matter the performance. I'm not making videos anymore.
upload_2018-3-11_10-1-42.png


Edit: With Native Resolution, it's 60FPS.
 
Last edited by Miguel Gomez,

Dragios

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@Miguel Gomez Well it's a mobile GPU so you can't expect much since they are using the slower DDR3 VRAM rather than GDDR5 VRAM which has much lower memory bandwidth which is crucial for internal resolution performance. Unless your laptop is the newer Maxwell or Pascal gen (MX series like 940MX or MX150 or GTX 1000 series laptop) you won't see much speed increase at higher resolution.
 
Last edited by Dragios,

Miguel Gomez

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Cmon you guys. Do you expect me playing games on the emulator?
I already know that my laptop have 940MX and some of you guys especially Slidingbass spent alot of money for a high end PC than an actual console.
Again, not aiming for quality and 60FPS in 4K Resolution like you PCMASGTERRACE users. I could play games on my 2DS fine. But I need the emulator for high quality screenshots and testing for mods(there are little users who use Citra to play Smash 3DS Mods because they are unable to play it on their 3DS). I could change resolution at any time. No one asking me to buy a ridiculous beast PC that could play this emulator on 60FPS in 4K Res.
 

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