Turok 2 - Huge framerate drop with some weapons
LuismaSP89 opened this issue · 6 comments
Hi,
I don't know if this was discussed previously (I searched on the issues and seems not) but in turok 2 there is a extreme framerate drop when some weapons like the flamethrower, the standard pistol or the magnum are used. Since this happens only with a few of them I think it could be related with the effects itself, maybe the framebuffer cannot handle those effects or something, but the thing is that the game goes close to 5-6 fps and becomes unplayable.
Tested with many builds of project64, old or new ones, the result is the same.
Seems this happens also with the default project64 video plugin, the it can be related with RSP, not sure if there's something on the graphical end that can be done to improve this.
My specs:
W11 x64
RTX 4070
i5 13600KF
32 GB DDR5
Edit: Tested with framebuffer disabled and the result is the same.
I can't reproduce on RMG:
OS: Windows 10 22H2 x64
iGPU: Intel UHD Graphics 750
CPU: i7-11700
RAM: 16 GB DDR4
Edit:
I was able to reproduce the frame drops on mupen64plus-ui-console with:
OS: Windows 7 x64
GPU: NVIDIA Quadro P620
CPU: Intel Core 2 Duo E4700
RAM: 4 GB DDR2
But... the symptoms disappeared after deleting the shader cache. Try clearing your shader cache.
Sadly, deleting shader cache didn't worked in my end. Issue persists. But good to know this happens with other emulators, so it's something related with this particular game itself and the graphics. Hope this can be fixed in any way.
Try with GLideN64-4972e76-Windows-Project64-Qt-x86. The current version have regressions... #2839 (comment) #2845
It gave me a 404 not found error on that link, but anyway I tested old builds from 2 years ago and seems that this always happened. Not related with most recent builds.
It seems to depend on the area where you use the weapon. In the central Hub, the frame drops are brutal... but I have never noticed them in Boss Rooms.
I have the physical game, I haven't played it in years because the joystick became unusable after I lent it to a friend who played Mario Party ¬¬
Later I can test if that same behavior occurs on the N64.
Yesterday I did the test on the console and I can conclude that this is another example of accurate emulation.
My only complaint with GLideN64 is that ShowFPS
is glitched with all "Hi-Rez" modes, it only works correctly with "Lo-Rez".