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Old 8th August 2010, 01:25 PM
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Default Frequent stutter

noticed this while on the zelda main menu, its less obvious in game when the fps is only 19/20. but yeah, the fps will randomly and frequently dip and stutter, and this is with audio sync enabled.

pj64 is the only emulator i can reproduce this in, it might possibly be thread safety or something jumping between cores, i dunno.
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Old 8th August 2010, 04:30 PM
Bino5150 Bino5150 is offline
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I get this too when playing Zelda OoT on 1.6 and sometimes it will even get so bad for a second that it will bog down a battle... but going to the start menu, and a lot of times talking to people, acquiring new items, cut scenes, etc... will cause the stutter... the rest of the time it's pretty random, however it's pretty consistent in it's occurance.

In the settings, my fps is limited to the speed of the n64, however, the game still seems to be running between 50 and 60 fps according to the meter at the bottom of the emulator window...

I'm also getting a total crash when I go into the weapons shop in the Kakariko village.

Compaq Presario laptop, AMD Mobile Sempron 3000+ 1.8GHz, 512mb, ATI Radeon Xpress 200M, WinXP SP3

Rom version: Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!] from doperoms

P.S.- I'm using the default plugins

EDIT: OK, so I tried the updates... the 1.6.016, and then the emutalk 4.18

It SERIOUSLY helped with the stutter in the game. It runs a lot smoother. Still @60fps, so I'm guessing if it slowed down a bit the the stutter might go away completely. Still have the crash in the weapons shop though... posted in a thread regarding the crash... I don't know about the 1.7 beta, but whatever they changed in those 1.6 updates almost totally fixed the problem.

Last edited by Bino5150; 8th August 2010 at 06:14 PM. Reason: forgot something
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Old 8th August 2010, 06:54 PM
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rswedlow, any RDB idea's?
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Old 8th August 2010, 09:44 PM
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Yes right I see it's an RDB issue.

Heh actually at first when testing I forgot to turn off the RSP interpreter, and when the VI/s was like 40-50 the FPS was more dynamically fluctuating. After I set to RSP re-compilation with audio synchronization still in-tact I only had 55-60 range variance of FPS.

Then I set ABL to on, memory protection, use TLB and CF=1.
I've isolated the cause to ABL. Set it to off.

Funny you should mention this cause I just remembered a few months ago I kept getting interrupts against doing vertical interrupts / stutter pauses with this game till I turn off ABL, good to get a reminder of this. It was at the beginning of testing, so I guess I forgot to note it in my RDB findings thread.

Now I remember, if you have ABL on AND protect memory, then this happens. Just don't have both.

Last edited by HatCat; 8th August 2010 at 09:46 PM.
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Old 9th August 2010, 04:31 AM
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Protect memory increases the rate, however, the issue seems to be Fixed audio timing.

With it on, the FPS remains at 20 steadily and when it does drop to 19.9 or 19.8 the stutter appears.

with it set to off, the fps fluctuates between 19.4 and 19.9 and no stutter.
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Old 9th August 2010, 07:20 AM
Bino5150 Bino5150 is offline
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I also noticed that if I uncheck the Limit FPS option, it winds up all the way to 80+ fps and the glitchy stutter becomes really bad.

@Squall, how did you scale back the fps to 20? I'm new at this emulator thing, and I don't want to go messing with settings unless I know what I'm doing lol...
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Old 9th August 2010, 07:58 AM
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the fps of zelda is 17 or 20fps by default. the VI's go up to 60.
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Old 9th August 2010, 06:48 PM
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I notice that fixed audio timing keeps the frame rate range down but not any kind of stuttering. Also tried turning on and off some of the other options while still using audio sync and Glide64 yet haven't heard any stuttering in the file select menu.

I guess it might have been a separate system issue.
I noticed for me that ABL turned on somehow conflicts with memory protect here.
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Old 10th August 2010, 02:46 AM
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fixed timing keeps the fps up, not down.
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Old 10th August 2010, 03:20 AM
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Range, one context, isn't a very algorithmic term, in which it refers to the difference between the maximal and minimal extent of a measurement (e.g. FPS).

So basically I said how much the FPS varies, rather than FPS itself.
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