

Render.OpenGL video_core\renderer_opengl\renderer_opengl.cpp:DebugHandler:123: API PERFORMANCE 131186: Buffer performance warning: Buffer object Buffer 0x20e0c60000 (bound to GL_SHADER_STORAGE_BUFFER (4), GL_SHADER_STORAGE_BUFFER (5), GL_SHADER_STORAGE_BUFFER (6), GL_SHADER_STORAGE_BUFFER (7), GL_SHADER_STORAGE_BUFFER (8), GL_SHADER_STORAGE_BUFFER (9), and GL_SHADER_STORAGE_BUFFER (10), usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory. The whole time and can also causing the stuttering.

On EA:2300 with vulkan and opengl it reports : To: yuzu-emu/yuzu INFINITY99K State change Re: Super Mario Odyssey - 0FPS Stutters. Triage notifications on the go with GitHub Mobile for iOSįrom: SpecialDarkwolf999 Friday, Decem10:26:00 PM Reply to this email directly, view it on GitHub You are receiving this because you modified the open/close state.

I've hard this issues before with the 2000 series GPUs, could you try to needs some memory-related optimization in that sense. This be a memory bandwidth bottleneck? like the 2070 Super is running atġ4gbps so, what kind of a monster this thing needs.

I am not a developer but, I think this is tied some sort of a loading issue like it doesn't load in enough data to avoid stutters then, it loads them straight from the drive without having any data in memory when it needs to I think this is a fairly easy bug to solve as mostother games don't suffer from this. Running on an SSD to avoid slow data streaming Using Ryzen-Optimized High Performance Power Plan.Sand Kingdom go to the far away temple at the far edge of the map and throw cappy on the bullet.Open the cloth-changing menu a 0FPS stutter is triggered and when you scroll left or right for the first time in the menu a stutter is triggered.The game plays flawlessly apart from this issue it's not that big of a issue but, I wanted to report it anyway so, when you enter certain locations (already in the shader cache) or get past certain points a stutter is triggered.
