Homebrew Slowdowns in Pokemon Sun & Moon

ManuelKoegler

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I have a N3DSXL running A9LH + Luma.
I have read in reviews that slowdowns would be present on the O3DS, but not the N3DS (specifically during double battles), yet they are present for whatever reason.
I turned off the Clock + L2 Patch just in case it'd conflict with it, but the slowdowns/framerate drops/lag remains.
Anyone know why?


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The models in the game have an obscene poly count. This is something that could probably be fixed with a mod to give much lower poly models.
 
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The models in the game have an obscene poly count. This is something that could probably be fixed with a mod to give much lower poly models.
While that is certainly true, it should only cause slowdowns on the O3DS, at least, if I am to believe GameXplain's word on it: "However, I tested these moments on the New 3DS, to discover that the slowdowns were almost entirely gone. It's unfortunate that there's a difference at all, but I do recommend playing this on the New 3DS, if you're able to"
around the 11 minute mark.


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Last edited by ManuelKoegler,
For one, the key word there is almost (the slowdown is atrocious on the o3DS under the same circumstances), and for two, that doesn't change the fact that the poly count is better suited to a last gen home console than a similarly old handheld, which is reflected in the games' performance.
 
Last edited by configchan,
For one, the key word there is almost, and for two, that doesn't change the fact that the poly count is better suited to a last gen home console than a similarly old handheld, which is reflected in the games' performance.
Suppose that is true yeah, well thanks for the feedback anyway ^^


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Just encountered severe lag in the Battle Royal on my N3ds. The double battles are slightly okay, but the lag in the battle royal really ruins the experience for me. I am wondering why Nintendo would not optimize their 3d models for such an eventful gen. Can nothing be done regarding this? : 0
 
Just encountered severe lag in the Battle Royal on my N3ds. The double battles are slightly okay, but the lag in the battle royal really ruins the experience for me. I am wondering why Nintendo would not optimize their 3d models for such an eventful gen. Can nothing be done regarding this? : 0
It's because making new models takes an insane amount of time, so they made three models so high poly so that they won't have to change them again for 5-10 years
 
It's because making new models takes an insane amount of time, so they made three models so high poly so that they won't have to change them again for 5-10 years

Nintendo could have easily decimated the models if they really cared about performance on the 3ds. the triangle count count could have been cut into 1/4 or 1/6 what it is now and nobody would notice playing on the 3DS.
 
Nintendo could have easily decimated the models if they really cared about performance on the 3ds. the triangle count count could have been cut into 1/4 or 1/6 what it is now and nobody would notice playing on the 3DS.
We can guess all we want, verdict is they're high poly and they should've waited but didn't.
 
I get slowdown in doubles, royal, and a couple totem battles on my n3ds too. At least slowdown only happens during the turn-based play! But seriously, Nintendo should have figured out a way to reduce the graphic load for complex battles. Seems like disabling shadows would be a simple fix, but who knows if the engine is even capable of doing something like that.
 
Slowdowns aside, I'm actually happy that the models are so high detailed, makes it so the games will age way more slowly/gracefully, I mean, have you seen the games in 1080P on Citra, they're beautiful. Some time down the line we'll perhaps get an hd texture pack and the game will look brilliant. The slowdowns are there, but minor issues in my opinion (though I would prefer them not being around at all of course).


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The same happend to me, but not when I use NTR. Maybe the latest Luma's overclock is not working good with this games?
 
The same happend to me, but not when I use NTR. Maybe the latest Luma's overclock is not working good with this games?
I have tried all the clock settings of Luma (including off) but the problem remains the same.
But perhaps yes it's a bug in Luma, who knows.


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The framerate on O3DS drops so low that even the menus become unresponsive. I'm greatly in favour of a mod that would trim down the polycount of all these awfully optimised models.
 
The framerate on O3DS drops so low that even the menus become unresponsive. I'm greatly in favour of a mod that would trim down the polycount of all these awfully optimised models.
I suppose it's worse on the O3DS, I only really noticed it in double battles and sometimes battle royal (one of which there are only a few main game, the other being a choice and completely aside from the story) and the rare totem battle, it's far from unbearable.


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We can guess all we want, verdict is they're high poly and they should've waited but didn't.
It's not guessing, the models are detailed enough that you could cull vertices algorithmically and still get something that looks alright.
 
old 3ds and new 3ds have the same gpu though its only the cpu and the ram and more buttons the new 3ds has over the old one so things will boot faster but graphical lag won't change much
 
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