Thanks for the info. Sounds like 2x SSAA or 1440p @ 4x SSAA might be fine, but I'll have to work out the fine details with trial and error. I was just joking about the interpreter and software renderer, to provide some crazy upper bound, as I don't really know any reasonable ones yet.
6700k & 1070
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I don't think there are any CPU's and GPU's available on the market for consumers that can run Dolphin at max settings with the most demanding games if the Single Core, Interpreter, Software Renderer backend and DSP LLE Audio settings are used (I guess for the most optimal accuracy?). All of course with SSAA x8, AF x16 and IR x6 (which the Software Renderer does not even support...). Most likely you will by playing with a single digit FPS. Now we go even that far, let's disable Store EFB Copies to Texture Only, enable the External Frame Buffer (XFB) at Real and set the Texture Cache at Safe too!
In the idealist world of emulation every game should work without issues with the JIT Recompiler, DSP HLE Audio, Dual Core and Store EFB Copies to Texture Only, regardless of which backend is used. The Hybrid External Frame Buffer PR (when completed) should most likely resolve any issues with requireing External Frame Buffer set to Real. 12-06-2016, 01:10 AM
Oh btw , the last story is no longer the most demanding game . I just tried Zangeki no Reginleiv , it's truly the most demanding game as the FPS can dip so low like 5FPS on the latest dev build :-)
This game is only playable old version like 4.0-3518 ; and the good old day SVN revision r6515 for the best experience (absolutely zero lag). Even so , it's only run at 23-38 FPS on an i7 4700MQ @ 3.6GHz . Full speed 60FPS is pretty much impossible right now , maybe 10 years later (with a beefy CPU) Laptop: Mini PC :: 12-06-2016, 01:14 AM
Technically it would just be the CPU. I can't wait for the day in the distant future when all of that is possible, just like it is on the 16-bit systems. Give it 30, maybe 40 years? Although we would be cutting into graphene computing at some point, so we don't know how fast CPUs will develop at that point...
Anyway, we're getting a bit off topic here. Can the 6700k run most games without hacks, or should they be always on and disabled by game specific settings? (12-06-2016, 12:51 AM)Admentus Wrote: In the idealist world of emulation every game should work without issues with the JIT Recompiler, DSP HLE Audio, Dual Core and Store EFB Copies to Texture Only, regardless of which backend is used. The Hybrid External Frame Buffer PR (when completed) should most likely resolve any issues with requireing External Frame Buffer set to Real. Store EFB Copies to Texture Only is inherently incompatible with some games. If you want something that works with all games and is faster than the current EFB to RAM, that would just be a faster version of EFB to RAM, not Store EFB Copies to Texture Only with improved compatibility. DSP HLE has a similar problem if you consider that software theoretically can use arbitrary µcode, but luckily, officially released games don't do that. Hybrid XFB will still require real XFB emulation for things that currently require real XFB emulation. The improvement it brings is that you can use real XFB without having to use native resolution for everything. (12-06-2016, 01:51 AM)JosJuice Wrote: Store EFB Copies to Texture Only is inherently incompatible with some games. If you want something that works with all games and is faster than the current EFB to RAM, that would just be a faster version of EFB to RAM, not Store EFB Copies to Texture Only with improved compatibility. DSP HLE has a similar problem if you consider that software theoretically can use arbitrary µcode, but luckily, officially released games don't do that. So it should be possible that Dolphin implements an improved EFB to RAM option (are there any plans for that?), so how does it work differently than the 3DS emulator Citra's Texture Forwarding? Texture Forwarding for Citra seems to be compactible with every game. But is it also as demanding as EFB to RAM? Since no officially released games use arbitrary µcode, then DSP HLE should be able to achieve 100% compactiblity for officially released games? At least for Hybrid XFB, you should not need to switch between settings. The new Hybrid XFB should not require as much processing power as if we would set the XFB to Real wth the current implementation? If only a partial of the screen is shown in real XFB emulation then it should demand less than having the whole screen in real XFB emulation, right? Or perhaps I am getting completely wrong here, I do not really know how the inner workings of Hybrid XFB work like. Would XFB emulation be always enabled? Currently we can disable it. Would it not increase the demand for CPU power? Ok, I promise to get back on-topic after this quick question . 12-06-2016, 02:41 AM
Actually, after looking into it, I realized that the hybrid XFB situation is more complicated than I thought. You shouldn't fully trust what I said before. Hybrid XFB isn't a magic bullet for everything that requires real XFB, though.
(12-06-2016, 02:15 AM)Admentus Wrote: So it should be possible that Dolphin implements an improved EFB to RAM option (are there any plans for that?), so how does it work differently than the 3DS emulator Citra's Texture Forwarding? Texture Forwarding for Citra seems to be compactible with every game. But is it also as demanding as EFB to RAM? I know very little about this. For now, don't assume that there will be any improvements. (12-06-2016, 02:15 AM)Admentus Wrote: Since no officially released games use arbitrary µcode, then DSP HLE should be able to achieve 100% compactiblity for officially released games? Yes, I think that would be possible in theory. |
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