Both of these have my patch applied which fixes a shader related bug.
3.0-96
3.0-96 /w Mylek's Xenoblade Patch 3.1
-----------------------------------------------
There seems to be a shortage of recent ICC builds, so I made some for myself and the posters on a different forum. Figured I would share the builds here, if people want them.
All of these are x64 builds compiled with /Ox, with inter-procedural optimization and optimized headers turned on. The SSE3 builds are compiled with /arch:SSE3 to maintain AMD processor compatibility, while the others use /Qx with the mentioned SSE version.
These builds have no special patches.
3.0-71 SSE3
3.0-71 SSE4.1
3.0-71 SSE4.2
These builds include version 3.1 of Mylek's Xenoblade HLE audio patch. If you are using LLE for sound, you should not use these.
3.0-71 SSE3
3.0-71 SSE4.1
I've done some rough benchmarking in Xenoblade by turning off the frame limiter and audio throttle to let the game speed run uncapped. The ICC builds are about eight to ten percent faster than a VC++ compiled build on my system. That is no guarantee that they will be equally fast on your system, of course.
Many ICC builds I've seen posted on this forum do not properly set the _M_SSE define to enable the hand-coded SSE optimizations in the VideoCommon library. The define is currently set automatically when making a VC++ build, but not when using ICC. I made this mistake myself at first. Without the hand-coded SSE optimizations, the ICC builds perform, at the very best, equal to a VC++ build. In some situations, they perform worse. Needless to say, my builds above have the optimizations included.
The difference in performance between the builds using different compiler generated SSE instruction sets in minimal in my testing. The SSE3 build performs just about as well as the SSE4.2 build on my 2600k. Regardless, I made separate versions for people to use. In the future, I may just use /arch:SSE3 /QaXSSE4.2 to generate a single binary with SSE3 as the baseline and alternate SSE4.2 codepaths.
3.0-96
3.0-96 /w Mylek's Xenoblade Patch 3.1
-----------------------------------------------
There seems to be a shortage of recent ICC builds, so I made some for myself and the posters on a different forum. Figured I would share the builds here, if people want them.
All of these are x64 builds compiled with /Ox, with inter-procedural optimization and optimized headers turned on. The SSE3 builds are compiled with /arch:SSE3 to maintain AMD processor compatibility, while the others use /Qx with the mentioned SSE version.
These builds have no special patches.
3.0-71 SSE3
3.0-71 SSE4.1
3.0-71 SSE4.2
These builds include version 3.1 of Mylek's Xenoblade HLE audio patch. If you are using LLE for sound, you should not use these.
3.0-71 SSE3
3.0-71 SSE4.1
I've done some rough benchmarking in Xenoblade by turning off the frame limiter and audio throttle to let the game speed run uncapped. The ICC builds are about eight to ten percent faster than a VC++ compiled build on my system. That is no guarantee that they will be equally fast on your system, of course.
Many ICC builds I've seen posted on this forum do not properly set the _M_SSE define to enable the hand-coded SSE optimizations in the VideoCommon library. The define is currently set automatically when making a VC++ build, but not when using ICC. I made this mistake myself at first. Without the hand-coded SSE optimizations, the ICC builds perform, at the very best, equal to a VC++ build. In some situations, they perform worse. Needless to say, my builds above have the optimizations included.
The difference in performance between the builds using different compiler generated SSE instruction sets in minimal in my testing. The SSE3 build performs just about as well as the SSE4.2 build on my 2600k. Regardless, I made separate versions for people to use. In the future, I may just use /arch:SSE3 /QaXSSE4.2 to generate a single binary with SSE3 as the baseline and alternate SSE4.2 codepaths.