Has anyone figured out how "count per op divider (overclock)" works?

This is a very recent addition in Mupen64plus-Next.

Supposedly, this is an overclock function. This is what i was told by the author when i asked for a proper overclock function like the one in PJ64 and Mupen 64 FZ. But other than that, there is no other information about it. No instructions on how to use it and if any of the other core options are needed to work along with it.

I tried to experiment with it a bit and while i managed to make Goldeneye run smoother for a while, it still slowdowns heavily in many scenes, unlike PJ64 where if you select a 3X overclocking factor (which means the CPU runs 3 times as fast as the real N64) the game runs at 60fps all the time.

Having a proper overclock function for N64 in RA was something i envied ever since it was added in PJ64 (where it works really well) but i don’t think this is nearly as functional. Unless i’m missing something but i can’t find any info.

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I see there isn’t much interest in the topic of N64 overclocking eh.

Goldeneye/PD at 60 fps in PJ64 is awesome btw.

I am Interested but I just would not know what Games that would get the Most of Overclocking

What games be worth trying it out outside of Goldeneye?

Perfect Dark, Conker, Jet Force Gemini…

Mostly stuff made by RARE i suppose. But there should be more games with unlocked frame rates, i need to look it up more.


This topic is a confusing mess.

There are 4, yes FOUR different settings in Mupen64plus-Next that are related to timing/speed.

You have the “Framerate” setting with “original” and “full speed” options.

You also have the "VI Refresh (overclock) setting with “1500”, “2200” and “Auto” options.

You have the “Count per OP” setting with 6 different options.

And the latest one “Count per OP divider (overclock)” that has 11 different options itself.

All of these have some small explanations when you select them, but those seem to target developers since i don’t think the average user knows what the “counter reg” or “override count per scanline” means.

I don’t know either and i also don’t know what does what and which setting affects the other. How does the Vi Refresh affect the Counter Divider option, for instance. From my testing i can’t figure out anything. It would be nice if someone who knows what all these things are and how they work would post an explanation.


I’ve wondered this before on some as well. Once upon a time I thought “Original” and “Fullspeed” was well… original framerate, and then full 60fps, but I guess not.

Wish I had any answers to give, but I’m not sure.

Spend some time today with all this mess ans i still can’t make Goldeneye run at 60fps all the time.

Most of the 11 different divider options don’t seem to have any difference between them. The best result i have reached so far is this: Goldeneye starts at 60fps as it should, but after i exit the first tunnel (to the open area where everyone shoots at you) it drops to almost the original frame rate (15-20fps).

I haven’t managed to get a better result, no matter the combinations of all the different options.

In comparison, on Pj64 all i have to do is choose to overclock the main CPU at “3x”. Which means, make the N64 3 times faster basically. This is enough to make games with unlocked frame rate run always at 60fps. I tested it and Goldeneye runs at 60fps all the time.

This is something that i can’t do in RetroArch :frowning:

I can only imagine playing on my phone Conker in Retroarch at 60 with a yummy shader combo :drooling_face:

Mupen64 FZ has a more sane overclock option, it’s similar to the one in PJ64 with 2x, 3x, etc options.

You might be able to achieve this with that emulator. I’m not sure because my phone isn’t powerful enough to test this. But you won’t be able to do this with RetroArch’s Mupen, no matter the device, that’s for sure.