![]() ![]() ![]() GPU: Gigabyte NVIDIA GeForce GT 1030 (Driver Version 441.66) RAM: 4 GB (Running in single channel because reasons) Here's the 3 citra_log.txt files I got from the tests: I recorded some videos showing off my results:Īs it can be seen, there's minimal framerate drops in the first stage of the game on Citra Nightly 1422, where as on Citra Nightly 1423 and Citra Nightly 1469 there's many, many framerate drops. There's a difference between 14, and then there's another difference between 14, which I tested in order to check if maybe the regression was fixed. When I brought up the possibility in the Discord server for Citra, I was suggested by Discord user Aura Of The Dawn to compare the performance between Citra Nightly 1422 and Citra Nightly 1423, being the latter the version in which the Core Timing 2.0 PR was merged.Įffectively, just like in my test with Citra Canary, I can notice a performance regression. My hunch was that the cause of this was the Core Timing 2.0 PR, seeing how it already caused issues in various games. I noticed that the game didn't go beyond ~45 FPS in the first stage of the game with the latest version of Citra Canary (1640 at the time), where as the version that I use normally (Citra Canary 1560) was working pretty much at 60 FPS throughout all the first stage. This all started when I decided to test out the game on Citra Canary. As the title says, I found a performance regression in Super Mario 3D Land and I came here to report it. ![]()
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