Closed nyanpasu64 closed 9 years ago
It is a complaint, not a bug report. I can't solve your problem with that piece of information.
Please specify: Your hardware details, M64Py version, Plugin settings, Scenarios: where slowdowns occur; where the game hangs. Try to find a place where the problem reproduced and give me savestate from that place,
Please understand: I don't have time to play games in search of possible slowdowns. Currently I can solve only those problems, which can be instantly and regularly reproduced.
One scenario I can think of which can cause hangs and crashes is changing GLideN64's settings while a game is running. I was testing Paper Mario for another issue and frequently turned frame buffer emulation on and off, halting the emulator after a few times in one session. I considered this unideal use and thought that it might be an expected fault, so I haven't logged an issue for it myself.
No, that's not my issue. M64py can't even change settings mid-game, at least in latest Windows stable. I also think I got a crash without load state.
Well, can you describe the steps you take to encounter the crashes you've found so that we may reproduce them?
Some time in the future. I don't want to debug the issue now, prefer to play games using working plugins, and I'm busy.
Ok, close until more details provided.
mupen64plus.cfg cut-down: http://hastebin.com/segabofecu.ini I'm rendering at high resolution, 2xbrz + blur filter 1, nothing else enabled. txSaveCache disabled due to taking up to a minute saving textures on exit. M64Py 0.2.2 win32, I should upgrade to 0.2.3, and test.
I remembered to save state so I wouldn't lose progress in case of crash. It said "insufficient memory for save state". Ironically, it crashed a few seconds later, rendering my foresight useless. (M64Py used up ~400K KiB memory, private working set)
It might be a memory leak. The error's definitely random, and triggered randomly, sometimes when the game is beginning a new action (render bomb explosion, navigate menu, etc.)
I retested, then got error 0xE06D7363 in M64Py console. That's a generic VC++ exception code. (M64Py used up 465K KiB memory, private working set) There goes my Majoras's Mask final boss attempt. ... Updated to M64Py 0.2.3 ... I set texture cache limit to 100MB. It started stuttering, I could take a savestate just before it died. Couldn't see the log, was playing in fullscreen. I assume it's also 0xE06D7363. I restore from savestate, it crashes within 1/2 minutes.
Oops, I'm confusing txCacheSize and cacheSize. cacheSize is the relevant variable.
Most previous tests were performed under Release 1.
I think cacheSize affects the time to crash - Lowering it causes the crash to happen sooner. If this is a texture issue, you must be in a texture-generating area... right???
With cacheSize 500, my most recent test under Release 2 crashed without warning lag.
Majora's Mask, M64Py Windows. Plugin frequently slows down, stutters, then outright hangs for me. Issues do not occur on Glide64mk2.