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Project64 1.6 Released!

Trotterwatch

Active member
arnalion said:
Have you enbled sync game to audio? You need to do that on every singel game

Could also be his videocard which is sadly below par. I'd personally try using the legacy pixel pipeline to see if that helps at all. If not using another plugin will be fine.
 
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ScottJC

At your service, dood!
DK64 is very very playable, Graphics on this game is bloody fantastic, Here I am at Frantic Factory:
 

RJARRRPCGP

The Rocking PC Wiz
Trotterwatch said:
Perfect emulation, but just not trying to be too anal. The problem has been acknowledged. Anyways, I can't be doing with argueing about that.... so yeah you are right. End.



See you know I've never agreed with you on that. I've always gotten good FPS in Goldeneye on this P4 2ghz, 60/60 if it drops, it drops rarely. PD however is slightly more unforgiving.

Any ideas on a good stress test level for Goldeneye that by your reckoning should drop this system to it's knees?

Maybe the reason it's always fast for you is, because the Radeon 8500 video card was a pretty fast one and thus can take the workload off of the processor. The Radeon 9000 Pro is actually somewhat slower than a Radeon 8500. Darn ATI had to stip some of the GPU features. LOL

Sorry about that! I should have been more specific of the parts of Goldeneye 007 that I compared to actually notice a speed improvement with each processor upgrade.

If the levels hardly have any guards, you probably can't notice!

I saw it stuggle with a FPS drop down to the teens (real FPS *not* the FPS numbers displayed on the Project64 status bar) when there are at least around 15 guards. To get the real FPS:

Rice Video 5.x and later:

In the Rice Video options, click DirectX (or OpenGL if you want to test with OpenGL) you will then see the option "OnScreen Display". Change the OnScreen Display option from "Display Nothing" to "Display Frame Per Second".

Jabo's GFX plugin:

Use Fraps 99.

Try the following levels:

2: Facility (With the poison gas tanks)

The Severnaya bunker levels when there are a lot of guards (probably faster in this level than with level 2)

Note: I tested Goldeneye 007 with 1964 0.9.9, RiceVideo 5.50b2 and
the RSP plugin from Project64 1.5. Also was using the pixel shader combiner.
 
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Trotterwatch

Active member
Just tried the facility with the poison gas tanks, I ran around with infinite health getting as many guards after me as I could - no difference really in FPS. I also found some smoke on one part, again no difference.

Only level so far I managed to get a slow down was the Jungle which went to 40vis for a second or two. I really do think your estimates for the system needed for Goldeneye are a little incorrect :)

I will give you that if you enable 2xsai, 4xAA, 16xAF the game will need a slightly more powerful system to run it without penalty (adds about 10% to the emulated GPU load here). I run it, 2xAA, 16AF, 2xsai on the less demanding levels 1024x768 32 window.

Edit/ That's a great picture Scott. Nice to see it emulates that.
 

Clements

Active member
Moderator
Those slowdowns are all present on the real system. I should know since I unlocked all the cheats on my real N64 and blew levels up with double grenade/rocket launchers, as well as trying to get as many guards as possible to follow me with invincibility on and then killing them one by one with the Taserboy.
 

RJARRRPCGP

The Rocking PC Wiz
Trotterwatch said:
Just tried the facility with the poison gas tanks, I ran around with infinite health getting as many guards after me as I could - no difference really in FPS. I also found some smoke on one part, again no difference.

Only level so far I managed to get a slow down was the Jungle which went to 40vis for a second or two. I really do think your estimates for the system needed for Goldeneye are a little incorrect :)

I will give you that if you enable 2xsai, 4xAA, 16xAF the game will need a slightly more powerful system to run it without penalty (adds about 10% to the emulated GPU load here). I run it, 2xAA, 16AF, 2xsai on the less demanding levels 1024x768 32 window.

Edit/ That's a great picture Scott. Nice to see it emulates that.

OK, that was probably because I had at least around 50 guards. Likely even more. LOL

For me, even with a tweaked system, it eventually will drop to the teens. I only noticed a further improvement after rasing my clock speeds.

Also, if you have a load of services disabled, that can help.

I probably also sped up my system by tweaking the DDR SDRAM timings to the following:

2.0-2-2-6

I had the DDR SDRAM timings at 2.5-3-3-7 before, because that was the stock DDR SDRAM latencies.

The RAM latency lowering tweak did make Super Pi with the 1 MB benchmark faster, from 1 minute and 10 seconds down to 57 seconds.
 
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Trotterwatch

Active member
The thing is, to be honest there shouldn't be any normal circumstance in Goldeneye whereby there are 50 enemies on screen at once? If it takes 50 to bring a system to it's knees that great, it doesn't mean systems that can't cope with that are any less able to emulate the game playably.

Seems like you are trying as hard as you can to push the game, and then judging the minimum specs by that.
 

scotty

The Great One
I know Ive been away from using the N64 emulation, but after testing this out with DK64 and Goldeneye, this might bring me back into using the N64 emulation more often. I havent had a big opportunity to check everything, and my copy of Body Harvest has gone missing somehow (weird isnt it), I would love to see if 1.6 is 100% perfect, it just looks like it so far.

I cant beleive that finally DK64 is bug free and Goldeneye actually sounds like it should (it didnt before on my computer).
 

pacers7isback

Zelda dominator
1.6 isn't 100% perfect, but it's much closer to that than any other emulator I have ever seen. On a scale of 1 to 100, I'd rate it a 93, not quite 100, but extremely close
 

Trotterwatch

Active member
Body Harvest seems to work fine, some clipping issues with the default plugin (looked minor from what I seen). Also pauses randomly during emulation (you need to press F2 to unpause).

It is playable though. Not sure if the timing issues still exist.
 

Venoman

That One Dude
Just a FYI - Jabo's new input plugin released with 1.6 that handles rumble emulation - it doesn't work properly with my Saitek P2500 Rumble Force Pad. The rumble function just constantly goes full blast while the rom is running. The NRage input plugin however emulates it perfectly, as does (as an example) ePSXe for playstation emulation, or other PC games that use the rumble function such as need for speed underground and RalliSport Challenge.

On the plus side, a big THANK YOU for the emulation improvements to Donkey Kong and Zelda :happy:
 

RadeonUser

Moderator
Clements said:
The sky is not black for me with Jabo's 1.5.x, but blue. Still not correct though.

It's black for me in Jabo's D3D8 1.6.

#1: Jabo's D3D6 1.5.x
#2: Jabo's D3D8 1.6

Technically no one has the sky in Golden Eye 007 working. The last I checked Rice's was just a hack to display a static image... something Jabo could do (and has done before) but he prefers to either perfect the sky (week straight of reverse engineering or so and he might do it... but that's a week straight that could've spent on something more meaningful) or not show it at all.

If I'm wrong about what I said then kindly direct me to whoever has it working properly. It's hard to be juggling through testing, school, life, and keep up to date with everyone else's plugin status :happy:

VGV said:
I would have to say that with this new release PJ64 has become the best n64 emulator out there. I was especially surprised by how well Killer Instinct Gold ran in this new version (as far as I know no other emulator has been able to pull this off yet).

The only problems I have experienced with pj64 1.6 :

1080 Snowboarding ran perfectly smooth on my PC in version 1.5 but in 1.6 the framerate has dropped to a stuttering 20 FPS. Music & sound also extremely choppy.​

Same problem with Perfect Dark. Smooth framerate in v1.5 extremely low framerate in 1.6.​

I turned off the Limit FPS option in both cases but this didn't remedy the problem at hand. Is it maybe that this new version has higher system requirements than the last for certain games ? Anyhoo, truly amazing work guys ! The PJ64 Team are true geniuses ! I am blown away ! :bouncy:

P.S. This is my first post on this board, so I don't know if my specs will appear at the bottom of my message. So just to be sure...CPU : Pentium P4 2.40 Ghz...Graphics Card : Intel 82845G...Memory : 256MB RAM...

The games that used to be slow before are now using a different caching method I believe. They require roughly 64MB of video ram to accomplish "good" performance without slowing down... Seeing as that is an intel graphics adapter it is probably using the system's ram, so expect it to be slower than a video card with 64MB of dedicated onboard video ram.

The games were not thoroughly tested on lower end hardware so you may experience problems like slowdowns or missing features that have not been documented... One of us will take a look at it and see what we can do / conclude there.
 
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elitejavi

it's-a me!
hey, i have a problem whit this, i can't manage to put the rice's plug-in 6.1.1 beta10(the only one that i tried :icecream: )


any help?


seeya
 

minkster

New member
Hmm...I'm experiencing weird slowdowns in games like Super Smash Bros., Conkers Bad Fur Day, and other games. It seems that the game will run at 60fps for a couple of minutes, and then it will drop to like 30-40 fps, and then go right back up to 60fps like 15 minutes later. Do you think it could be the limitation of my Radeon IGP 345M because it only has 64mb video ram? I tried messing around with the settings, but it tends to still happen alot. On the other hand, the emulation is alot more accurate than it was in previous versions :) The shield in smash brothers and the shadows in CFBD show up. I am very excited with the release. Keep up the good work.
 

RJARRRPCGP

The Rocking PC Wiz
Trotterwatch said:
The thing is, to be honest there shouldn't be any normal circumstance in Goldeneye whereby there are 50 enemies on screen at once? If it takes 50 to bring a system to it's knees that great, it doesn't mean systems that can't cope with that are any less able to emulate the game playably.

Seems like you are trying as hard as you can to push the game, and then judging the minimum specs by that.

I was initially happy with my Athlon XP 2000+ at stock, (1.66 ghz) but I still saw room for improvement even with 1964.

Yes, even with 1.6 ghz, I was able to enjoy it by using CF 1.

CF 3 has a habit of causing me to get the annoying video slowness.

I just was trying to tell people what specs are required to maintain at least close to 30 FPS or 25 FPS, kind of like when people say for some of the latest games that you for example would be recommended to upgrade to avoid a slowdown.

I could undo all of my posts reguarding what I found, because some people here are unhappy with my suggestions for the FPS games.

Too bad. :(
 

Reiji

New member
superb work guys!
yet I found some bugs playing zelda oot(look at the images), some help please?
also, the water doesn't show either and this happens in the kokiri forest, lost woods and all hyrule field
thanks in advance
PS: if helps, i'm using win xp and a geforce2 mx(with the lastest drivers of course)
 

scotty

The Great One
Trotterwatch said:
It is playable though. Not sure if the timing issues still exist.

Timing issues are minor, driving, you can turn much sharper than the original. You can go over the bridges, but it looks like you are driving through them, lol I dont know why I think thats funny, and the music is about 10% faster than it should be.

As you said, it surely looks completeable, I havent reached the windmill yet, I know I had trouble there previously, but I doubt that will be a problem.

Id say except for the minor problems Id be happy if it stayed as is now. Jabo and Zilmar are amazing people, I am really glad they made another version, and hopefully they keep it up as usual.
 

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