This had not been an issue with the previous iteration of the system. And even if I do have a physical 3DS, this is not relevant because I am not using a physical 3DS to play the game, I am using the emulator on my computer.
It’s not listed on the compatibility list, but I have played about 70+ hours on the game using previous iterations of Citra with no problem. There are lags in dungeon exploration mode, but that’s pretty much it, the framerate only drops by 30% during those periods, but right now whenever I transition into dungeon mode post-update, it crashes immediately, the framerates drops to 0 and the game cannot refresh at all.
Hi I just checked, the build that didn’t have this issue and that was compatible was the release nightly-688, the package code I obtained was citra-osx-20180511-e486621
It worked very well, with a frame drop rate of 30%, but the overall rendering of the dungeon map being serviceable.
To add to this, did the team change something in the rendering engine that might have been an optimization but instead actually might break the frame rate? Because if you did, then I think there might be a problem starting from there.
Assuming you bisected correctly, nightly-689 (citra-osx-20180514-7861be6) should be the one that started the regression. However seeing as the commit is related to migrating logging macros, I don’t see how that could be the cause of the crash.
Hi, I just tested version by version, nightly-689 didn’t have a problem (citra-osx-20180514-7861be6), the one that actually started to have rendering problem is nightly-690, I just downloaded and ran it, and immediately the renderer became Nan (citra-osx-20180518-64a8c8e). So there must have been some problem with the implementation of this comment:
gl_rasterizer: implement AccelerateDrawBatch to emulate PICA shader on hardware