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Thread: 30 Fps

  1. #1
    Raving Lunatic HyperHacker's Avatar
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    30 Fps

    For some reason Mupen64 updates at only half the speed it actually runs at. That is, if I have the frame limiter on, the game will run at 60 FPS, but the display will only update at 30 (and the status bar shows this). Hence for example Mario Kart 64 feels like it's running slow, but the in-game timer matches up with my stopwatch exactly. If I disable the FPS limiter this behaviour continues; when the game is running at 90 FPS, the display will update at 45, etc. Other emulators using the same graphic plugins don't have this problem; changing graphic, RSP or sound plugins has no effect.

    This is running under WinXP SP2 with a Volari V3 card (piece of crap <_<), 1GB RAM, 1280x1024, 32-bit, 60hz (LCD FTW).

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  2. #2
    ????????????????????????? Doomulation's Avatar
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    That's how the games work. VI/s is not FPS.
    Atashi wa juu-yon-sai no onna no ko! Atashi no namae wa Miizuki. Yurushiku ne!
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    "You're all doomed! Doomed, I say! Hehe... are we approaching the end of the world?"

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  3. #3
    Raving Lunatic HyperHacker's Avatar
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    Hm, I guess I didn't notice Nemu doing this as well (and PJ64 doesn't show VI/s). But why does the game feel so much slower in Mupen64 than in Nemu/PJ64 when it's actually running at full speed? Is it maybe not actually drawing as fast as it reports? And aren't N64 games supposed to run at 60FPS?
    'Zig' Bus Lines. Moving for great justice since AD 2101.
    There are 11 types of people in the world: Those who can count in Binary and those who can't.

  4. #4
    Moderator Allnatural's Avatar
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    Quote Originally Posted by HyperHacker View Post
    And aren't N64 games supposed to run at 60FPS?
    Like many, you're confusing VI/s with FPS (despite the label, PJ64's counter is actually showing VI/s). It's been explained in a dozen or so threads already...

  5. #5
    Moderator smcd's Avatar
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    Quote Originally Posted by Allnatural View Post
    Like many, you're confusing VI/s with FPS (despite the label, PJ64's counter is actually showing VI/s). It's been explained in a dozen or so threads already...
    As this question arises often, perhaps it would be in the interest of Project 64 to update the label to match other emulators, VI/s instead of FPS?

  6. #6
    Raving Lunatic HyperHacker's Avatar
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    It wasn't PJ64, I just thought game consoles in general aimed for 60 FPS. The DS, and IIRC the NES, Super NES, Gamecube and Wii all run at this speed.

    Anyway that still doesn't explain why it feels so much slower. Are the others forcing a higher framerate or something silly?
    'Zig' Bus Lines. Moving for great justice since AD 2101.
    There are 11 types of people in the world: Those who can count in Binary and those who can't.

  7. #7
    ????????????????????????? Doomulation's Avatar
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    Quote Originally Posted by HyperHacker View Post
    ...I just thought game consoles in general aimed for 60 FPS. The DS, and IIRC the NES, Super NES, Gamecube and Wii all run at this speed.
    Are you sure? I doubt that. Framerate is game-specific.

    Anyway that still doesn't explain why it feels so much slower. Are the others forcing a higher framerate or something silly?
    No, unfortunately not. You can't just force a higher FPS without breaking the timing. The games were developed to run at that FPS and thus, emulating that machine, the emulator has to obey that limit too.
    Atashi wa juu-yon-sai no onna no ko! Atashi no namae wa Miizuki. Yurushiku ne!
    Nani? Atashi o shinjirimasen desu ka? Baka!
    "You're all doomed! Doomed, I say! Hehe... are we approaching the end of the world?"

    shikata ga kaite aru - "the instructions are written above"
    Need to download GoodN64 or instructions to use it? Need to check if it's a good or bad rom?
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  8. #8
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    Quote Originally Posted by Doomulation View Post
    No, unfortunately not. You can't just force a higher FPS without breaking the timing. The games were developed to run at that FPS and thus, emulating that machine, the emulator has to obey that limit too.
    You can force a higher frame rate for the games which don't artificially limit themselves. You just need to overclock certain elements of the N64 to achieve this (like Goldeneye which doesn't artificially limit).

    To the games which artificially limit themselves to 20dl/s (Zelda) or 30dl/s (Super Mario 64, Mario Kart, etc) you can change them to run at 60dl/s by modifying the game code. Which may or may not be a complex task depending on how they have implemented timing in the game (it may be as simple as a 4byte change). When you remove the artificial limit you would then need to run the game on an overclocked system most likely to see the increase in frame rate.

  9. #9
    ????????????????????????? Doomulation's Avatar
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    But then we would restort to game hacking, which is outside emulation and hacking or overclocking the emulated hardware can introduce bugs or side effects. And hacking would be done on a game-specific basis.
    Atashi wa juu-yon-sai no onna no ko! Atashi no namae wa Miizuki. Yurushiku ne!
    Nani? Atashi o shinjirimasen desu ka? Baka!
    "You're all doomed! Doomed, I say! Hehe... are we approaching the end of the world?"

    shikata ga kaite aru - "the instructions are written above"
    Need to download GoodN64 or instructions to use it? Need to check if it's a good or bad rom?
    Download: Glide64 | Hacktarux's wrapper

  10. #10
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    Quote Originally Posted by Doomulation View Post
    But then we would restort to game hacking, which is outside emulation and hacking or overclocking the emulated hardware can introduce bugs or side effects. And hacking would be done on a game-specific basis.
    That is what I said, modify the game code. One programmer modding Zelda64 once so that thousands of people can play it at 60fps is worthwhile. If you stored these patches along with an emulator install it could be an option to provide 60fps in all N64 games.

    60FPS and retexturing would be very cool.

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