• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Support v
« Previous 1 ... 676 677 678 679 680 ... 1198 Next »

30 fps frameskip?
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
30 fps frameskip?
12-17-2012, 08:01 AM
#5
Shonumi Offline
Linux User/Tester
**********
Administrators
Posts: 6,513
Threads: 55
Joined: Dec 2011
Anytime someone asks about frameskipping in Dolphin, I just refer them to skid's post:

(03-23-2012, 03:20 PM)skid Wrote: Frame skipping cannot really be done on modern consoles (modern as in any console that uses 3D polygons instead of sprites like the NES, SNES, Megadrive/Genesis). The reason is that the CPU communicates to the GPU using a "ring-buffer". In Dolphin we call that the FIFO. The PCSX2 team also have blogs written up on the ring-buffer used in the PS2.

Unlike old consoles which use an interrupt to signal that a frame is finishing, 3D consoles continuously send a stream of 3D commands to the screen (hence the reason why it's called a ring) with no start or end points.

Without start or end points, Dolphin cannot skip frames because it does not know when the frame starts or ends - quite different from a NES emulator.
Website Find
Reply
« Next Oldest | Next Newest »


Messages In This Thread
30 fps frameskip? - dylstew - 12-16-2012, 02:23 AM
RE: 30 fps frameskip? - admin89 - 12-16-2012, 02:45 AM
RE: 30 fps frameskip? - dylstew - 12-16-2012, 09:58 PM
RE: 30 fps frameskip? - AnyOldName3 - 12-17-2012, 01:26 AM
RE: 30 fps frameskip? - Shonumi - 12-17-2012, 08:01 AM
RE: 30 fps frameskip? - AnyOldName3 - 12-19-2012, 03:51 AM
RE: 30 fps frameskip? - NaturalViolence - 12-19-2012, 08:32 AM

  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode