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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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Another last 1000 revisions thread
02-04-2011, 06:35 AM (This post was last modified: 02-04-2011, 06:35 AM by KHRZ.)
#11
KHRZ Offline
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DSPLLE is like 3 times faster now in Z:TP. Some games do have crackly sound though.

Btw: 5% already to the next 1000th!
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02-04-2011, 06:38 AM
#12
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(02-04-2011, 05:24 AM)ayami6969 Wrote: I dont get where people are seeing a big speedup with LLE, let alone how it "works perfectly". It still seems waaaay slower than HLE and has tons of crackle-pop.

Maybe you're using the 32bit version of Dolphin? The LLE in the x64 version is much faster.
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02-04-2011, 06:45 AM
#13
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(02-04-2011, 06:38 AM)skid Wrote:
(02-04-2011, 05:24 AM)ayami6969 Wrote: I dont get where people are seeing a big speedup with LLE, let alone how it "works perfectly". It still seems waaaay slower than HLE and has tons of crackle-pop.

Maybe you're using the 32bit version of Dolphin? The LLE in the x64 version is much faster.

No I meant the 64 bit version. Are you talking about the LLE recompiler or the LLE interpreter? Both seem way slower than HLE with snap-crackle-and pop thrown in on top.
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02-04-2011, 06:50 AM
#14
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It won't ever be faster than HLE... It's slower and more accurate. Though not perfected yet, so there's crackling. It's good for stuff like SMG music looping correctly and preventing sound related crashes.
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02-04-2011, 07:02 AM (This post was last modified: 02-04-2011, 08:24 AM by ayami6969.)
#15
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(02-04-2011, 06:50 AM)KHRZ Wrote: It won't ever be faster than HLE... It's slower and more accurate. Though not perfected yet, so there's crackling. It's good for stuff like SMG music looping correctly and preventing sound related crashes.

OK understood, and you have been great at explaining things simply lately.

So what LLE are we supposed to be using? The interpreter or recompiler? What's the difference? Why are there 3 options there, wouldn't just HLE and one of the LLE options suffice? And then throw in the audio backend options for each of those, now there's a bunch more possible configurations, but what are the audio backend options even for? I've never seen any difference or any reason to even use XAudio2 or OpenAL over Dsound, so why are they there? And DTK music... why would anyone ever turn that off? And being someone who has turned it off just to see, I can't see (hear) any difference in any game with any configuration where it makes any difference at all, so why is it still there?

Add on to all those possible options, most of which seem unneccesary things like we talked about in the other topic like how there's A Framerate option that doesn't limit framerate but VPS, even though as you said the VPS is always 60 anyway so why there's a limiter I dont know, why it's called a framerate limiter when thats not what it's limiting is even more baffling, and why there's an option to use framerate to limit right next to the framerate limiter that doesn't really limit framerate just VPS, and add audio throttling and vsync options both of which seem more useful and less confusing than the Framelimit VPS limit thing and...

I guess what I'm saying is maybe sometime in the next 1000 revisions some simplification of the config UI and culling of redundant and/or unneccessary options could be done and would be welcome. It really hasn't had much of an overhaul since 2.0 and now with the plugins merged into the emu a lot more simplification could probably be done. Dolphins config UI (oh man and then the per game settings too... sheesh)is a big cluster F of options most of which seem unneccessary and redundant. Cleaning that up and simplifying it and getting rid of things that arent needed can only make it easier for you guys to maintain, easier for users to understand, easier to post our game configs here in the forums (when it takes 8 screen shots to show one game config somethings wrong) and thus better for NaturalViolences sanity.

Edit- I would love for somebody who is better at math than I am to look at Dolphin and figure out exactly how many different configurations are possible for 1 single game. Just doing the math quick in my head it comes out to over 100,000 and I just stopped there. Now I generally dont respond to people who ask for game specific configs in threads without bothering to search, but when you figure in the staggering amount of possible configs I guess I cant really blame them. It's just way too much, and I know all of it can't be necessary.
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02-04-2011, 08:06 AM
#16
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(02-02-2011, 08:51 AM)skid Wrote: I am trying to fix it so that the extra core can be used in all games.

=D
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02-04-2011, 09:02 AM
#17
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(02-04-2011, 07:02 AM)ayami6969 Wrote: how many different configurations are possible for 1 single game. Just doing the math quick in my head it comes out to over 100,000

hahahah, I totally agree. The UI is confusing to everybody. I don't know if you've looked at the code, but the code behind the UI is even worse. I would spend time fixing it but that'd take time away from making the emulator faster or more compatible. The other point of consideration is that as the UI affects everybody there's always going to be some flak when any UI change is made, so most UI changes are vetted by ector. That said, anybody who has experience in WX or any GUI library is more than welcome to create a patch for the UI code.

(02-04-2011, 08:06 AM)inteGReddy Wrote:
(02-02-2011, 08:51 AM)skid Wrote: I am trying to fix it so that the extra core can be used in all games.

=D

Fixed in r7040.
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02-04-2011, 09:17 AM (This post was last modified: 02-04-2011, 09:26 AM by Squall Leonhart.)
#18
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fixed that DSP on thread lockup yet skid Wink

coz it isn't in 7040 Sad
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02-04-2011, 10:09 AM
#19
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Does it lock up in game or while booting?
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02-04-2011, 10:28 AM (This post was last modified: 02-04-2011, 10:30 AM by Squall Leonhart.)
#20
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it locks up on a black screen at boot.
i was getting the warning screen with the pulsing press A screen before (and locking up there).
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