Homebrew Unofficial 3DS RetroArch builds

justinweiss

Well-Known Member
Member
Joined
May 29, 2016
Messages
121
Trophies
0
Age
41
XP
1,439
Country
United States
Hm, interesting -- I don't think the emulator code should affect internal FPS, except for stuff like speed hacks and clock speed. I wonder if the same thing happens in older builds, or on other platforms like PC or Switch.
 

wanderindirk

Active Member
Newcomer
Joined
Aug 29, 2014
Messages
43
Trophies
0
Age
31
XP
173
Country
Vietnam
SNES9x2002 I think.
From my experience though the 2002 core has a lot of graphical bugs even though speed-wise it's definitely better than the other cores for sure. I'm banking on improvements for the 2005 core since it has less graphical bugs (to a tolerable level) and very good speed. 2005+'s graphical fidelity is more decent but the speed is way too slow and I don't see this could be improved in the near future.


@justinweiss

Since you are busy redefining what we can do with Retroarch I thought I’d ask: any idea why Metal Gear Solid is now reported as a rock solid 59.9 FPS in Retroarch but still runs poorly? The in-game FPS seems closer to 18 or so. I’m guessing the original ran closer to 30. Seems like the emulator is running full speed but the game isn’t.....if that makes any sense.
I'm not sure whether you've read my posts regarding MGS performance or whether you already know what I've said in those post, but I've found out that MGS is one of the few games I've tried that actually benefits from overclocking. You might find that when clockspeed is set at 55 or 60 in-game segments no longer feel like "running through syrup," and the game becomes very playable. On the contrary though cutscenes seem to benefit from underclocking, for example the opening submarine sequence runs almost too good at 31-35. Granted I've not gone too far in the game (maybe 30 mins in) but I think now I can really play MGS if I want to, I'd just have to bear the slowdowns during cutscenes that's all.

@justinweiss the latest experimental build sure does bring with it a lot of arm11 crashes (when changing games, and also occassionally when loading save states or exiting the app), which is understandable. Plus in the last nightly I tried (from 09/13 I think) also ran less stable already (again when changing games), so I won't go into this further. What I've noticed with the latest experimental build is now the fps counter has the tendency to go above the supposedly locked 50/60 fps in some places (by about 2-5 frames). I don't know whether eventually this is gonna turn out to be a boon or a bane (I guess boon since every fps boost is a good boost for me :P), but this is a constant thing I think since even when I turn off the new threaded option under unai settings this behavior is still present. Doesn't really affect gameplay though so not something too serious.
 

justinweiss

Well-Known Member
Member
Joined
May 29, 2016
Messages
121
Trophies
0
Age
41
XP
1,439
Country
United States
the latest experimental build sure does bring with it a lot of arm11 crashes (when changing games, and also occassionally when loading save states or exiting the app), which is understandable. Plus in the last nightly I tried (from 09/13 I think) also ran less stable already (again when changing games), so I won't go into this further.

Interesting -- I just found out that the nightly builds have a problem when too many threading features are enabled. Depending on whether the last one to run handles or ignores errors, this can cause a crash. Unfortunately I don't think this is fixable in nightlies until the buildbot switches to libctru 2.0 and I can update the threading code to use a new 2.0 feature. Can you capture the error the next time you run into one? That way I can see if it's something new.

What I've noticed with the latest experimental build is now the fps counter has the tendency to go above the supposedly locked 50/60 fps in some places (by about 2-5 frames).

Does it stay at the higher framerate or does it drift above 60 for a second or two and then go back to normal? The way the threaded audio buffer works is that if it doesn't get enough frames it will drain the buffer, and then as soon as more frames come in it will try to fill it back up, so it may drift a bit, but shouldn't be more than a few frames and a few seconds.

There's also a bug if you have threaded video on, audio sync off, and video sync on where it can get stuck above 60fps. I filed a bug on it but I don't think it's easily fixed.
 
Last edited by justinweiss,
  • Like
Reactions: DSoryu and Zense

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
Looking at the mgba source gave me an idea, so here's a pcsx core with a threaded renderer. You can toggle it under advanced unai settings, it's off by default.

This is very experimental and certainly has bugs, but it seemed worth a try.

@justinweiss Should this be enabled at the same time as Threaded DSP? I’m not seeing any performance differences yet TBH. I haven’t done a scientific test or anything, but just having loaded up a few of the regular suspects, I’m seeing performance comparable to the builds that you posted last week.
 
  • Like
Reactions: justinweiss

justinweiss

Well-Known Member
Member
Joined
May 29, 2016
Messages
121
Trophies
0
Age
41
XP
1,439
Country
United States
@justinweiss Should this be enabled at the same time as Threaded DSP? I’m not seeing any performance differences yet TBH. I haven’t done a scientific test or anything, but just having loaded up a few of the regular suspects, I’m seeing performance comparable to the builds that you posted last week.

It should be fine to have them enabled at the same time. I've been using the beach at the beginning of Crash 1 as my go-to test and this added 5-7 fps to it. But a few of my other test cases show only about a 0.5-1fps improvement. It depends a lot on how the game uses the GPU, and how often it needs to sync.

The setting doesn't require a restart, so you can toggle it off and on and see if you notice a difference.
 
  • Like
Reactions: MarioKartFan

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
It should be fine to have them enabled at the same time. I've been using the beach at the beginning of Crash 1 as my go-to test and this added 5-7 fps to it. But a few of my other test cases show only about a 0.5-1fps improvement. It depends a lot on how the game uses the GPU, and how often it needs to sync.

The setting doesn't require a restart, so you can toggle it off and on and see if you notice a difference.
Thanks. I definitely see the difference in a few games now. Crash 3 runs excellent apart from stuttering while loading a new level.
 
  • Like
Reactions: Zense

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
@justinweiss Should this be enabled at the same time as Threaded DSP? I’m not seeing any performance differences yet TBH. I haven’t done a scientific test or anything, but just having loaded up a few of the regular suspects, I’m seeing performance comparable to the builds that you posted last week.

Well I take it back. The improvements might be subtle in some games but in some others it’s quite remarkable. THPS2 is incredible now even in the menus. There’s a stutter when the first level loads but it never repeats after loading once (even when changing levels).
 

justinweiss

Well-Known Member
Member
Joined
May 29, 2016
Messages
121
Trophies
0
Age
41
XP
1,439
Country
United States
It was a test I did to see if I could get rid of some of the initial CD read hiccups by sending the request to read a sector as soon as I knew which sector it was going to try to read, instead of sending the request the instant before it needed the actual data. Trying to spread out the time between when it started reading the data and when it needed the data. The numbers turned out better but it didn't feel as good while playing. I also forgot it was in there and hadn't handled all the different configs people might have. So I set it aside for now, might come back to it later if I have any better ideas.
 
Last edited by justinweiss,

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
It was a test I did to see if I could get rid of some of the initial CD read hiccups by sending the request to read a sector as soon as I knew which sector it was going to try to read, instead of sending the request the instant before it needed the actual data. Trying to spread out the time between when it started reading the data and when it needed the data. The numbers turned out better but it didn't feel as good while playing. I also forgot it was in there and hadn't handled all the different configs people might have. So I set it aside for now, might come back to it later if I have any better ideas.
That would be amazing.
 

kahuna0k

New Member
Newbie
Joined
Sep 15, 2020
Messages
1
Trophies
0
Age
49
XP
62
Country
United States
Good job with the PCSX I've been able to test some .pbp and their performance is amazing.

Anybody has a working fbneo core? I've tried many and none of them works. I get crashes doesn't matter the rom, all of the crashes. I've tried them in Windows with latest stable and latest nightly and they work without problems.
 
  • Like
Reactions: justinweiss

Zense

Well-Known Member
Member
Joined
Apr 20, 2008
Messages
1,977
Trophies
2
XP
4,300
Country
Italy
Good job with the PCSX I've been able to test some .pbp and their performance is amazing.

Anybody has a working fbneo core? I've tried many and none of them works. I get crashes doesn't matter the rom, all of the crashes. I've tried them in Windows with latest stable and latest nightly and they work without problems.
I believe the roms have to be put in root of the sd card.
 

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
Spent some time today testing JustinWeiss builds with the SNES9X2005 and Mednafen-PCE (with TurboCD games) cores. Both ran fantastic (full speed no stutters) with threaded audio enabled. Yoshi’s Island remains a problem child ... but what else is new.

Edit: Also of note Suikoden II no longer requires messing with latency settings to avoid stuttering in battles. Runs full speed now with Threaded GPU and Threaded DSP.

Intro movie still crackles alot, which is likely an issue with the core not with the threads, but the gameplay is brilliant.
 
Last edited by MarioKartFan,
  • Like
Reactions: Zense

Zense

Well-Known Member
Member
Joined
Apr 20, 2008
Messages
1,977
Trophies
2
XP
4,300
Country
Italy
Spent some time today testing JustinWeiss builds with the SNES9X2005 and Mednafen-PCE (with TurboCD games) cores. Both ran fantastic (full speed no stutters) with threaded audio enabled. Yoshi’s Island remains a problem child ... but what else is new.
How is this compared to before? I'm gonna check out DKC3 at some point. It used to stutter quite a bit in 2005 or 2005+ iirc.
 

MarioKartFan

Well-Known Member
Member
Joined
Aug 27, 2019
Messages
596
Trophies
0
XP
2,319
Country
Algeria
If you're running with the RetroArch threaded video setting on, it can drop frames and I don't think that will affect the overlay FPS counter. It is less likely to drop frames if vsync is on, but it will stutter more instead. There's a lot running on the background thread now (RA threaded video, dsp_thread, RA job processing, autosave, async CD access, PCSX threaded rendering, PCSX threaded SPU, etc.), so it may be more likely than it was before. Does it still happen if you have threaded video off? That's the only thing I can think of.

@justinweiss
Just to follow up: disabling the dsp thread drastically improves in game performance in MGS. As I said before, the weird thing is that with dsp thread enabled the emulator reports a rock solid 59.9 FPS but the game play still suffers.

Plays really well with threaded gpu enabled Tho. Will try and play a few hours tonight and see if performance holds up.
 
  • Like
Reactions: justinweiss

wanderindirk

Active Member
Newcomer
Joined
Aug 29, 2014
Messages
43
Trophies
0
Age
31
XP
173
Country
Vietnam
@justinweiss
Just to follow up: disabling the dsp thread drastically improves in game performance in MGS. As I said before, the weird thing is that with dsp thread enabled the emulator reports a rock solid 59.9 FPS but the game play still suffers.

Plays really well with threaded gpu enabled Tho. Will try and play a few hours tonight and see if performance holds up.

This is weird. I don’t really notice any difference at all in MGS when dsp_thread is disabled.
 

BORTZ

DO NOT SCREENSHOT
Supervisor
Joined
Dec 2, 2007
Messages
13,243
Trophies
3
Age
34
Location
Pittsburgh
XP
15,982
Country
United States
Shiz looks like both the 3DS and Vita gpSP cores have an issue with Golden Sun the Lost Age where they force reset to the BIOS (creating a boot loop of sorts) just a few seconds into gameplay. Must be something to do with how Camelot games work, because Mario Golf Advance does the same thing.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • Psionic Roshambo @ Psionic Roshambo:
    @The Real Jdbye, I could see AMD trying to pull off the CPU GPU tandem thing, would be a way to maybe close the gap a bit with Nvidia. Plus it would kinda put Nvidia at a future disadvantage since Nvidia can't make X86/64 CPUs? Intel and AMD licensing issues... I wonder how much that has held back innovation.
  • The Real Jdbye @ The Real Jdbye:
    i don't think nvidia wants to get in the x64 cpu market anyways
  • The Real Jdbye @ The Real Jdbye:
    you've seen how much intel is struggling getting into the gpu market
  • The Real Jdbye @ The Real Jdbye:
    and nvidia is already doing ARM
  • The Real Jdbye @ The Real Jdbye:
    i don't think they want to take more focus away from their gpus
  • Psionic Roshambo @ Psionic Roshambo:
    Yeah I think Nvidia s future lays in AI GPU acceleration stuff if they can get that going it's going to be super interesting in the long term
  • Psionic Roshambo @ Psionic Roshambo:
    AI assisted game creation might become a thing
  • Psionic Roshambo @ Psionic Roshambo:
    At least that's something I think would be pretty cool.
  • Psionic Roshambo @ Psionic Roshambo:
    Don some VR glasses and gloves and talk to the computer and paint entire worlds
  • Psionic Roshambo @ Psionic Roshambo:
    "OK Cortana I want that mountain a little taller and more snow on top, and I would like some random ancient pine forest around the bottom"
  • Psionic Roshambo @ Psionic Roshambo:
    "Now we need a spring fed river flowing down the north side and add some wild life appropriate for the biome"
  • Psionic Roshambo @ Psionic Roshambo:
    Many TBs of assets and the programming of something like that is going to be tough but I think it's something we might see in 20 years maybe sooner
  • The Real Jdbye @ The Real Jdbye:
    @Psionic Roshambo AI assisted game creation is kinda already here, there was recently that AI that can turn any 2D image into a fully modeled 3D object, it's not perfect, but it's a starting point, beats starting from zero
    +1
  • The Real Jdbye @ The Real Jdbye:
    before that there was one to generate a fully modeled scene from a 2D image
    +1
  • The Real Jdbye @ The Real Jdbye:
    but most recently, there was one that actually generates a working unity scene with terrain and textures already set up that you can import right into unity, that's a huge time saver right there
    +1
  • The Real Jdbye @ The Real Jdbye:
    and using LLMs to generate NPC dialogue and even dynamically generated quests is something i'm sure is already happening
    +1
  • The Real Jdbye @ The Real Jdbye:
    will just take some time for games made using those things to be completed and released
    +1
  • K3Nv2 @ K3Nv2:
    @The Real Jdbye, it's bed bath and beyond you nitwit
  • The Real Jdbye @ The Real Jdbye:
    @K3Nv2 you said instructions with pictures, same difference
  • Psionic Roshambo @ Psionic Roshambo:
    Lol now with 32GBs of VRAM Ken?
  • K3Nv2 @ K3Nv2:
    No IKEA shit breaks within a month bed bath and beyond goes beyond
  • K3Nv2 @ K3Nv2:
    Plus pictures don't always cut it with furniture when there's like 10 different bolt styles and they're just like figure it out
  • K3Nv2 @ K3Nv2:
    It's not like how people whack it to uremums onlyfans :teach:
    K3Nv2 @ K3Nv2: It's not like how people whack it to uremums onlyfans :teach: