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When set to 60FPS, game runs at half-speed when the game lags down to 30 #16

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therealteamplayer opened this issue Feb 18, 2024 · 4 comments
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@therealteamplayer
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therealteamplayer commented Feb 18, 2024

When playing with 60FPS enabled on a Wii with Nintendont, the game struggles to maintain 60FPS in Pinna Park (I tested the level with the red coins on the ships). As such, it slows down to 30, but this causes the game physics to run at half speed. I wonder if there would be a way to detect if the game isn't reaching 60FPS and switch to the proper 30FPS mode temporarily, so that gameplay isn't affected?

Tested on release V2.0.1.

@therealteamplayer
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I should also note that from past experience with a 60fps gecko code on Nintendon't, pinna park ran at almost full speed but with very obvious screen tearing in parts. So I assume that this build has some kind of vsync enabled, causing the game to drop right down to 30.

IMO, some kind of dynamic 30/60 option would be preferable to either slowdown or tearing.

@JoshuaMKW JoshuaMKW self-assigned this Feb 20, 2024
@JoshuaMKW JoshuaMKW added the enhancement New feature or request label Feb 20, 2024
@JoshuaMKW
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Hello @therealteamplayer . This issue is tricky to address because many functions within the game store the FPS during the load of a stage. This means we can't simply switch the FPS because then many objects will begin to run at half speed while in 30FPS. In order to fix this, I'd have to recursively track all objects that rely upon a cached FPS value to be able to update them. I may eventually try to address this but for now 60fps is generally recommended as emulator only.

@therealteamplayer
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would it be possible to add an option to enable and disable vsync? cause I think the base game with the 60fps code on wii will slow down to 55 or so FPS (albeit with noticeable tearing) rather than going straight down to 30

@JoshuaMKW
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I have not found a way to do so, as it messes with in game physics and everything breaks.

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