The performance setting you introduced in your new pre-releaseWhat settings is that with?
The performance setting you introduced in your new pre-releaseWhat settings is that with?
A new pre-release version of the emulator has just been released, which may improve performance/fix the freezing/crashing issues present before. I can't guarantee this, as most of the fixes were based on speculation, but I would like help testing to determine if the issues are still there. If they are, please share logs back with me as well as how/when the issue happened, as they are incredibly helpful for debugging.
The new release can be acquired here: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v2.1.0-RC1
It is recommended to reset your settings to default and clear your shader cache before running any games in the new version. There are now options in the settings menu to do both of these. A restart after changing settings is also recommended.
Great, i will try it tomorrowA new pre-release version of the emulator has just been released, which may improve performance/fix the freezing/crashing issues present before. I can't guarantee this, as most of the fixes were based on speculation, but I would like help testing to determine if the issues are still there. If they are, please share logs back with me as well as how/when the issue happened, as they are incredibly helpful for debugging.
The new release can be acquired here: https://github.com/PalindromicBreadLoaf/dekopon/releases/tag/v2.1.0-RC1
It is recommended to reset your settings to default and clear your shader cache before running any games in the new version. There are now options in the settings menu to do both of these. A restart after changing settings is also recommended.
Kirby Triple Deluxe runs at full speed with 3x resolution for me with a moderat overclock of cpu and 460mhz gpu. But yes, the shader compilation stutters are heavy. But if you have gathered enough shaders the game is really stable(Note: I used AI to help format and explain this report clearly.)
I don't know what kind of magic you worked here, but I’m really impressed with the performance improvements! Most games are now running at a solid 30 FPS. There’s still some stuttering—likely from shader compilation—but it stabilizes once you play long enough.
Before this update, I had to stay at 1x native resolution because the emulator was struggling. Now, games can actually run at 2x resolution at 30 FPS, so I didn't even bother testing 1x since it should easily lock to 30 FPS.
*(Note on Overclocking: I used a moderate overclock—not maxed out, but pushed past standard handheld-safe limits.)*
Here is what I tested so far:
* Metroid: Samus Returns
* 1x + 60 FPS cheat: Very playable (GPU-heavy, needs OC).
* 2x: Solid 30 FPS (needs OC).
* Shin Megami Tensei IV: 2x + custom textures is now fully playable, unlike before (needs OC).
* Pokémon X: 2x runs at a solid 30 FPS (needs OC).
* Project X Zone 2: 2x solid 30 FPS—even battle FMVs play smoothly now.
* The Legend of Zelda: Ocarina of Time 3D: 2x + custom textures + single screen mod works well (needs OC).
* Bravely Default: Runs easily at 2x with custom textures.
Games with compilation stutter or stability issues:
* Kirby Triple Deluxe: Since this game natively targets 60 FPS, it lags/stutters frequently during gameplay, but it's still playable overall.
* Kid Icarus: Uprising: Couldn't test much because it freezes frequently, though it eventually recovers/continues.
There were handful of performance things that I broke with the last update that I didn't notice, so that's where some of the performance comes from. I need to look into shaders more to see if there's some way to not have them bog down everything. Otherwise, I'm glad to see things working well!(Note: I used AI to help format and explain this report clearly.)
I don't know what kind of magic you worked here, but I’m really impressed with the performance improvements! Most games are now running at a solid 30 FPS. There’s still some stuttering—likely from shader compilation—but it stabilizes once you play long enough.
Before this update, I had to stay at 1x native resolution because the emulator was struggling. Now, games can actually run at 2x resolution at 30 FPS, so I didn't even bother testing 1x since it should easily lock to 30 FPS.
*(Note on Overclocking: I used a moderate overclock—not maxed out, but pushed past standard handheld-safe limits.)*
Here is what I tested so far:
* Metroid: Samus Returns
* 1x + 60 FPS cheat: Very playable (GPU-heavy, needs OC).
* 2x: Solid 30 FPS (needs OC).
* Shin Megami Tensei IV: 2x + custom textures is now fully playable, unlike before (needs OC).
* Pokémon X: 2x runs at a solid 30 FPS (needs OC).
* Project X Zone 2: 2x solid 30 FPS—even battle FMVs play smoothly now.
* The Legend of Zelda: Ocarina of Time 3D: 2x + custom textures + single screen mod works well (needs OC).
* Bravely Default: Runs easily at 2x with custom textures.
Games with compilation stutter or stability issues:
* Kirby Triple Deluxe: Since this game natively targets 60 FPS, it lags/stutters frequently during gameplay, but it's still playable overall.
* Kid Icarus: Uprising: Couldn't test much because it freezes frequently, though it eventually recovers/continues.
I don't think spotpass/streetpass works whatsoever. At least I haven't touched it at all, so it shouldn't work. I would recommend against ever trying to enable anything regarding either of those, as it's just asking to break something.Besides performance being a bit worse, I just figured something.
In Animal Crossing: New Leaf, there's something called HH Showcase. It uses StreetPass so, whenever your console goes by someone with StreetPass on and with this game, their house gets added to the HH Showcase in your town.
Trying to make HH Showcase work, they tell you that you have exceeded the amount of titles with StreetPass enabled you can have. And that you can remove some in System Settings.
After that, a few minutes later while playing this game, a temporary freeze occurred, for just a minute or so.
The time that the reported crash happened, coincidentally I had tried to enable HH Showcase too.
Great to know! I think that's worth mentioning in some FAQ, in the readme or just making it clear somewhere. Probably people already has StreetPass enabled from their own NANDs, and disabling it in games could reduce chances of getting freezes.I don't think spotpass/streetpass works whatsoever. At least I haven't touched it at all, so it shouldn't work. I would recommend against ever trying to enable anything regarding either of those, as it's just asking to break something.
Yes I had the right eye disabled. Your latest build doesn't fix it for me at least. It's defined playable , but the only thing that holds it back in my opinion.There’s some WIP stuff behind the scene to fix some of the performance issues introduced by the latest update. Hopefully they can fix the issue. Are you playing with right eye disabled? If not that could help some.
To be honest, I completely forgot that Amiibo were even a thing. Assuming Azahar supports them, I could maybe see them being in the next update if it's not too hard.Sorry if this was already asked, I didn't find anything about it.
Is amiibo support planned?
Thanks.
Thank you.To be honest, I completely forgot that Amiibo were even a thing. Assuming Azahar supports them, I could maybe see them being in the next update if it's not too hard.
Raikopon has added these features in his latest update:There were handful of performance things that I broke with the last update that I didn't notice, so that's where some of the performance comes from. I need to look into shaders more to see if there's some way to not have them bog down everything. Otherwise, I'm glad to see things working well!
Would it be possible to re-share that log file? I didn't get to download it in time.i thought the freezes only happens on kid icarus, it also happens with other games like metroid, it freezes first then wait a little while it will continue but sudden cpu spike a that it lags so much. so you have no choice just to close the app. and when you open the game again its gone until you hit the freeze again and so on.
View attachment 584446
log
https://wormhole.app/bbpRAK#hBPi3oDb1ti2yso5-NUCfw
I'll add a section in the README about that and note it in the next release notes.Great to know! I think that's worth mentioning in some FAQ, in the readme or just making it clear somewhere. Probably people already has StreetPass enabled from their own NANDs, and disabling it in games could reduce chances of getting freezes.
Since the freezes seem to be random, might as well try to avoid situations that could trigger it.
I saw this. I already have the two worker fix in Dekopon, just not in a proper release yet. I don't know exactly how they achieved the second one, but I don't see the latest code pushed to github, just a release, so I can't do anything regarding that besides look into it more.Raikopon has added these features in his latest update:
"- Shaders compile on two workers instead of one, resulting in compilation speed boost during gameplay.
- Bigger shaders compile around 30% faster, resulting in lower timed stutters."
Maybe these changes are exactly what you’re looking for and can be implemented as well?
Do you mean faster as in they were less stuttery? If so, then it's worth noting async shader compilation will have a big update here soon that makes it properly asynchronous (with all of it's downsides too), that should help a lot with stutter. Although it does appear like nothing is doing anything and it's still running at sub-60fps. I'll be sure to look into that.Tested v2.1.0-RC1 against v2.0.0-RC1.
The older version is faster.
- First clip: v2.1.0-RC1 using settings that (I tried to) matcht he old version (including Fastmem).
- Second clip: v2.1.0-RC1 using the performance settings.
- Last three clips: Gameplay from v2.0.0-RC1.
The cache was cleared before each run.
config_new is the custom config used to match the old settings.
All clips are 30 seconds long.
Around 1000 only UI textures were used in every run, except for the Performance run, which also used 1x internal resolution.
Yes, I wanted to say less stuttery shader compilation.Do you mean faster as in they were less stuttery? If so, then it's worth noting async shader compilation will have a big update here soon that makes it properly asynchronous (with all of it's downsides too), that should help a lot with stutter. Although it does appear like nothing is doing anything and it's still running at sub-60fps. I'll be sure to look into that.
Yeah. There looked to maybe be an issue with fastmem that was causing crashes in the prior version. Or at least causing really long freezes with some games after long periods of times. I don't know if that was the true issue or not though.Yes, I wanted to say less stuttery shader compilation.
Post automatically merged:
I see that fastmem made a big difference too. the clip with performance settings was the worst? because it doesn't enable that setting by default.




