Ryujinx
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[Bug] TOTK Persistent performance issue in the depths
Description of the issue
A persistent FPS drop occurs while exploring the depths that is accompanied by rhythmic hitching.
Fresh load or warp into area (no hitching, smooth gameplay):
https://github.com/Ryujinx/Ryujinx/assets/50300640/4d26cf69-ae60-4a7d-8fcf-7a4e85dbb582
After some exploring (Average FPS drop + Rhythmic Hitching):
https://github.com/Ryujinx/Ryujinx/assets/50300640/611ff934-88e7-42dd-91d8-6bc1341406e0
Reproduction steps
Load into the depths. Appreciate smooth gameplay. Explore a dark area, run around, and then head back to the light. Inspect for hitching and performance drop.
Log file
Ryujinx_1.1.843_2023-05-31_14-01-14.log
OS
Windows 11
Ryujinx version
1.1.843
Game version
TOTK 1.1.2
CPU
5800x3d
GPU
RTX 4090
RAM
32 GB
List of applied mods
None
Additional context?
This is easiest to demonstrate with Vsync off (as seen in video), but also occurs with vsync on.
Vulkan API Playing on 2x scale but also happens at native.
Performance graph with arrows pointing to when the hitching starts. VRAM spikes a bit but nowhere near capacity so not sure what's causing this.
The issue can be transiently alleviated by saving and loading the save or warping. However, the issue rapidly returns when exploring into the dark of the depths.
IDK if it’s gremlins or what. This was super reproducible but now after switching to openGL and back to vulkan, purging shaders, and deleting PPTC, i can no longer trigger the bug…
You're not alone. It happened to me while fighting one of the constructs in the depths. I think it's got something to do with physics? Specs are about the same, 4090 but a 9900k. Everything else runs fine.
I'm not sure. It's happening again. For me, it's most reliably triggered when exploring a new area in the depths.
I'd say it had something to do with new shaders being loaded but the hitching and low fps sticks around for the rest of the gameplay session unless teleporting or loading a save. I checked VRAM and RAM, both have plenty of remaining space. IDK :/.
Probably gonna need one of the developers to walk me through debugging this one.
The forces of Ganon continue to assault FPS in the depths on recent update to 1.1.850.
The forces of Ganon continue to assault FPS in the depths on recent update to 1.1.850.
I've been exploring the depths for a long while and that construct fight was my only issue so far with performance in there. Have you enabled "Graphics Backend Multithreading"? I've had this enabled for sometime because I saw a small performance increase from doing so. Maybe it will help you. I don't know.
Thanks for the suggestion. Just double checked and its already enabled. Who knows :(. The performance drop feels like the CPU starts running circles around itself until jolted out of the loop by teleporting or reloading. Wish I could see what the hangup is.
Thanks for the suggestion. Just double checked and its already enabled. Who knows :(. The performance drop feels like the CPU starts running circles around itself until jolted out of the loop by teleporting or reloading. Wish I could see what the hangup is.
Think it might have something to do with the version of your game too. Mine is 1.0.0? I believe.
I’ll give 1.0.0 a shot tomorrow. Won’t hurt to try it out and see.