N64 crashes after 10 min
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@bobberella Nobody knows otherwise it would most likely be solved already ;)
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Bizarrely, I've just updated from source and loaded Bomberman 64 and played for over an hour on my Pi3B+ (using the stretch version) and there was no sign of the issue. Yet I had it the last 2 times I played it it crashed around the 10-15 minutes mark.
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Sorry for my delayed response, I was helping my mate move this weekend and had very little time to mess with my PI or to check the forums.
What I did to replicate this process was to start a game like "aerofighters assault" where the game is in constant motion. This seems to work well with replicating the glitch. Downside, If you just let a normal game run, the graphics may start to "blur" without crashing if the game is sitting idle. I have found that the crash seems to be tied to forcing the game to process new graphical input while the game is in "blur" which happens around the 15 min mark very consistently. If I let the game sit the graphics will just blur but the game will recover because it is not processing anything new graphically. These are just my observations.
My process: I set a timer on my phone for 12 minuets and let the game sit idle until that timer goes off. Once 12 minutes pass, I pick up the controller and play for a couple of minuets until the "blur glitch" starts to happen. This is where I have noticed that if i let it sit, the game will blur and often recover, If I try to interact at all during the blur it will freeze and require a hardboot.
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@buzz said in N64 crashes after 10 min:
@quicksilver Thanks. I have RetroPie 4.4 ready to be released but this is holding it up. Always bugs :-) I'm aiming for a quick workaround (as quick as possible anyway), so if for example just rolling back the GLideN64 plugin fixes it for now, I will do that (and we can work out the cause and a fix later).
I cannot speak outside of my 4.3 load that I have on my computer, but from a fresh install on a brand new PI motherboard, brand new SD card, I got the same issue to replicate with the stock N64 GLIDE core both before and after updating it from source. I do not have a base version from previous loads to test, but it seems to be an issue both before and after updating from source on 4.3.
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@simonster I've had times where the glitch either didn't happen, or I suspect sometimes it comes and goes so quickly and doesn't always cause a crash. Part of the reason why I thought my case was causing the glitch previously.
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@quicksilver oh well! Thought I was on to something for a moment. I am trying to run top in SSH at the same time to monitor memory/cpu usage and see if it is memory related.
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I forced Super Mario 64 to run through Glide-HighRes and have been running
top -d 0.1
on ssh, whilst playing the game (the fastest it seems to go is around 25-27 fps), the memory utilisation (according to top) seems to be stable at 12.2% and increased to 12.3% after 15 minutes on my Pi3B+ and CPU load averages out at 50% (I assume that it can't access more than 50% due to the way it is coded).I did get the glitch after about 20 minutes whilst playing but the system recovered (despite me trying to crash it deliberately), no noticeable increase in cpu load or memory usage was seen in top. Also the memory usage didn't go down after the glitch.
I know it probably isn't the best tool diagnostically, but the system didn't think it was using more memory or cpu than usual.
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@simonster said in N64 crashes after 10 min:
CPU load averages out at 50% (I assume that it can't access more than 50% due to the way it is coded).
no that's just the amount it needs :) try telling that to all the people who overclock their pi3 cpus, though...
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I can reproduce the freeze on Jessie and older code. It's probably a gpu memory leak issue. Unsure though - but it can't hold up the release sorry. Hopefully we can debug it via valgrind or something.
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@buzz no worries. Jessie and older, does that imply its not on issue on stretch?
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@quicksilver I meant Jessie and older Gliden64. The bug is not limited to Stretch basically. Will need to debug more in the future.
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"that's just the amount it needs :) try telling that to all the people who overclock their pi3 cpus, though..."
Hmm.... so overclocking the cpu doesnt do anything?
I thought it was for stability reasons.
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@bobberella overclocking introduces instability. If you actually monitor the CPU cores whilst running emulators you can see that none of them are actually that taxing. You get the odd spike that a mild overclock may smooth out but nothing really that noticeable.
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@bobberella Stability and performance are two different things. Overclocking the GPU will make N64 games run a little bit better because you will be able to get better FPS. Hence your performance is increased. Overclocking the CPU will do nothing for you (or nearly nothing) when it comes to N64 emulation on the Pi. However, increasing the clock speeds of the CPU and GPU beyond their default settings can make your system unstable if you push them beyond their capabilities. Making something run faster than intended will never make it more stable than it was originally.
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So how often does retropie get updated? If the glitch wont be fixed with this release then.... when?
I will have to keep an extra retropie around that has all the games that run glideN64 so I can limit the corruption to a single 16gig SD card. Lol
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@bobberella you can see in this thread its being investigated. it will be ready when it's ready.
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didnt mean to be an arse.
Thanks for everyrhing you guys do.
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I have a copy of retropie v4.2 with glideN64 version 7 with no glitch.
So I updated glide64 to version 13 and I still have no glitch.
I guess that would mean retropie 4.3 has something changed in it that is causing the issue.
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So running retropie 4.2 and glideN64 v.7 I had no glitch... then I updated mupen64plus and I had glideN64 v. 13 and I still had no glitch.
When I "install/update all main packages from source" it caused the game to glitch.
But when I just updated "mupen64plus" from source it didnt cause the glitch...
And I am still running on retropie 4.2...
Feels like I am missing something. Lol
Maybe by updating all main packages there is something else installed besides the individual emulators?
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@simonster
It is hard to get Mario64 to crash using glide in my experience on a 3B board, it just blurs for about 30 seconds then recovers. Have you tried any other games? I find Banjo Kazooie, Quest64, Aerofighters Assault, and Beetle adventure racing crash very consistently. I am curious on how the 3b+ handles those games using GLIDE.
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