Comments (17)
No, it should be closed. The performance issue is something completly different.
It something that you can also see, more or less, with other JIT based engined, like Mono/Unity3D (with Terraria or Broforce for example).
The solution is not clear yet, nor is the root cause of the slowdown...
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interresting. I'll check, thanks for the details.
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I tried this game with 0e14d42 in qemu, the game crashed after entering gameplay (always press z without selecting other options), and the memory footprint was kept below 1 GB.
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0e14d42 is two more commits away from the latest main, I've tried, also leads to OOM. So not the last two commits, but QEMU and SBC do behave inconsistently on this...
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Not sure on RV64 as I haven't tried yet, but I fixed all issues running this game on ARM64. It's a bit slowish when lots of action is occuring, but I haven't analysed what is happening yet.
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I'll check that later today.
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It works on VF2, and it's slow too. But after playing for a while, it reported an error.
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Seems it will report this error as soon as a bullet hits a target, looks like an opcode bug.
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Yeah, I don't have this on ARM64, it works fine. I played a couple of time and there was no errors.
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Ok, I'll try fix the opcode bug.
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I found this bug after running the game half an hour under cosim. The rounding mode should apply to the raw value, not the absolute one.
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Cosim is awesome!
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That's strange, I think I saw that before, but it was ok because the sign bit was copied after the conversion.
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BTW the gameplay is still slow at 1.8~7 fps, drastically dropped from above 30 fps in the menu.
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And if the player is not shooting, the game runs at ~12 fps with much less danmaku.
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Yes, I noticed. I tried some analysis, but I'm still unsure what is going on. I think it's luajit that doesn't play nice with box64 Dynarec, but even that I'm unsure yet.
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Should I leave this ticket open? The OOM issue is fixed.
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