New AX HLE: what is it and how does it work?
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11-19-2012, 02:47 AM
(11-18-2012, 05:29 PM)delroth Wrote: http://dl.dolphin-emu.org/builds/Awesome, thanks. 11-19-2012, 04:23 AM
(This post was last modified: 11-19-2012, 04:38 AM by Xtreme2damax.)
Audio in Wario World is fixed with HLE in this branch. Previously music would cut our or some music would be missing, that no longer happens with this branch.
Edit: I am noticing a bit of "stuttering" where the game will briefly pause/freeze for a second multiple times which I don't think happens in master with either backend. Disregard the stuttering, forgot I was encoding a video. 11-19-2012, 09:03 PM
(This post was last modified: 11-19-2012, 09:06 PM by Duke Nukem.)
I'm thinking of testing this with Guitar Hero: Metallica soon since it might be a game that would benefit greatly from something like this.
I'm currently on 3.0-830 playing this game, trying out both DSP LLE and HLE Emulation. And as it were with 3.0 it's basically the same today, DSP LLE lags when you play in big stages with huge crowds and a lot going on and HLE crackles and songs gets out of sync sometimes. Just gonna give this some more time until I'm finally gonna try it out. This is actually the only game that have been bothersome with sound for me. 11-19-2012, 09:20 PM
(This post was last modified: 11-19-2012, 09:21 PM by ShadowFlash.)
Quote:Edit: I am noticing a bit of "stuttering" where the game will briefly pause/freeze for a second multiple times which I don't think happens in master with either backend.No, it really happens, usually when game doesn't run at full speed but sometimes even when game runs normally. When game runs a just a little bit faster than it's normal speed, sound can get distorted. Doesn't happen in master with both HLE and LLE for me. 11-21-2012, 08:25 PM
I am now completely convinced the Gamecube was over engineered to fix the N64's faults. All that when some integer SIMD on the CPU and real DVDs so we can ditch sequenced music would've sufficed.
11-21-2012, 08:38 PM
Gamecube supports DTK music which is direct streaming from the DVD to the Audio Interface. I think people did not use that because it took too much space on discs though. It also has integer SIMD on the CPU (Paired Singles), however it has no way to nicely do computations on 40 bits numbers (which is required, for example, when you mix two 16 bit samples with a volume: ((s1 + s2) * vol) >> 15 can overflow with 32 bits arithmetic).
11-24-2012, 12:41 AM
Completely forgot to thank you, that is some amazing work. I'm also looking forward to the Zelda UCode fixes.
11-25-2012, 06:46 AM
firstly big thank delroth for your great work to revive HLE from darkness as no one dreamed that any dev will improve hle anymore , i have question about hle performance after those improvements and increased hle accuracy will this cause hle to become slow as lle , as for now i have tested resident evil 1 and zero on gamecube and fatal frame 4 on wii the sound is perfect in gc and wii games but i noticed some slowdown in fps compared to older builds with old hle code especially fatal frame 4 (ax wii hle ) may be this is only me , and another question if it is possible to use your new hle as plugin in older revisions as option like lle ( my point here is to import your hle to official build 3.0 ) .
last thing keep on your great work . |
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