Nige111
April 13th, 2008, 15:52
Hello, I recently downloaded Project64, and I'm trying to play a few games (Goldeneye 64, and Perfect Dark to name some), and I'm wondering why they're running slowly, I have a high spec PC that runs crysis flawlessly.
Specs:
Q6600 2.40ghz quad core (2.4x4)
2gb ram
geforce 8800GT 512mb
any ideas?
would you guys be so kinda to link me to the best graphics/audio plugins too? my controller plugin is fine, but I wondered if it might be the graphics/audio plugins that could be doing it.
score_under
April 13th, 2008, 16:39
I'm using Jabo's Direct3D8 1.6,
Jabo's DirectSound 1.6 and
NRage's Direct-Input8 V2 2.1-ANSI.
The graphics processor is easily the most CPU-Intensive... so,
Anisotropic filtering and antialiasing off (but I switched them on at hardware level in control panel)
Super2XSal Textures and Force Z Compare.
Full screen sync is on "Transfer Memory".
Is that OK on your computer?
Nige111
April 13th, 2008, 16:52
I tried it, the readout says 60fps, yet it still runs really slowly... hmm...
X-Fi6
April 13th, 2008, 18:29
Are you using a PAL ROM (one that says (E) or (A)) or an NTSC ROM (one that says (U))?
If you're not using NTSC gameplay will be slower.
Agozer
April 13th, 2008, 18:53
If the fps counter reads 60, then that is an indicator that he has the NTSC rom. And if that does not dip much from that 60fps, then the game is running at the correct speed.
Most N64 games do not run at 60fps internally.
X-Fi6
April 13th, 2008, 19:22
Well most new people here forget the difference between fps and VI/s so that's why I asked.
Toasty
April 13th, 2008, 21:43
Goldeneye 64, and Perfect Dark to name some
Actually, those two particular games run sluggishly at times even on the original console, so what you are experiencing is just the emulator imitating the original hardware. Most N64 games are hard-coded to run at much lower frame-rates than PC games can run at. (It looks okay on a TV, but the jerky motion is somewhat more apparent on a PC monitor.) As long as you're getting 60 VI/s for NTSC (US/Japanese) games and 50 VI/s for PAL (European) games, the emulator is performing as fast as it's supposed to.
GamerAeon
April 13th, 2008, 23:44
Yeah Goldeneye and Perfect Dark are horses as far as the Actual games and the Emulated versions.
They work SLIGHTLY better if you have the 8MB Expansion turned on but not by much, they've both had problems in the N64 Emulators of ALL types not just PJ64 for years. PJ64 however has been about the only one I've had experience with that just about has Perfect Dark working like it should graphics and all. They can both be EXTREMELY choppy at times but if you can look past that they play fairly well, though the CamSpy thing in Perfect Dark can be a bit of a royal P.I.T.A. heh
:pj64: :happy:
Nige111
April 14th, 2008, 22:09
Well, like most of the posts above have said, it's the emulator mimicking the low framerate of the N64, is there a way I can possibly STOP the emulator from doing this and let it run at a constant 60fps?
Agozer
April 14th, 2008, 22:31
No. That would defeat the whole purpose of an emulator. Besides, the developers are the ones that code the actual framerate that the game runs at.
Clements
April 15th, 2008, 02:04
It has been done, but it only works really well with games that do not have a fixed internal frame rate, such as Goldeneye 007. The requirements are a tad higher than emulating normally, but nothing most newish PCs cannot handle.
http://www.emutalk.net/showthread.php?t=40311
Should do the trick with Perfect Dark too, as they use a similar engine.
Nige111
April 15th, 2008, 08:39
The purpose of an emulator is different for other people, some people want an EXACT (low framerates and all) replica, while others want an enhanced version, with the high res textures and framerates and such.
Toasty
April 15th, 2008, 10:45
Replacing textures is trivial compared to increasing the framerate in most games. You have to realize that most games were designed to work at a specific rate. There's no way to magically make the game know how intermediate frames should be drawn - it has to be part of its programming. That's why only a few games (written to work at variable frame rates) can be made to work that way "easily". For most games, it would require game-specific (or maybe microcode-specific for HLE?) hacks to change the framerate.
Lei
April 17th, 2008, 19:45
I've been having a more dramatic version of that problem, with Mystical Ninja - Starring Goemon (U). Project64's directory says there're plugin issues with it - it has a really unstable speed. Generally, in houses, it'll float around within 10 frames of 60 FPS on either side. But every area that actually has, say...people, will cause it to slow down to 12 FPS, and make the Dlist percentage go up into the 70's-90's. Whatever that means.
Is there anything that can be done? The settings they suggested in this topic didn't help
My machine isn't as strong, though...At all >_>
448 MB RAM, Celeron M 410 1.46 GHz, ATI Radeon Xpress 200M...is a working game-speed even viable on specs like that? I kinda hoped so, since I can run Banjo-Kazooie flawlessly, just about.
_Zack_
April 17th, 2008, 20:32
To the thread starter.
I have a similar pc to yours.
Having my gfx card settings on max (ie. antialising on full etc) caused pj64 to run really slow in full screen mode.
Make sure your not making the same mistake ;)
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