(11-21-2012, 06:04 AM)NaturalViolence Wrote:so why not disable the minimap to prevent BPMEM_TEV_COLOR_ENV register high usage?Quote:So I guess the dolphin for linux has poor performance compared to dolphin for windows
No it doesn't.
Quote:and also your processor has sse 4.* which speed up a little
No it doesn't. Dolphin gains no benefit from SSE4 support.
Quote:Then it's not an Opengl problem, that is more CPU issue
It's a stalling issue on the GPU side:
neobrain Wrote:The slowdown in Hyrule Field arises from the game changing the BPMEM_TEV_COLOR_ENV register a lot when drawing the minimap. Whenever it's changing that register, we need to flush the GPU's pipeline (i.e. render all vertices that have been queued up to that point). Flushing the GPU's pipeline once when lots of vertices have been queued is a LOT faster than flushing it multiple time when only few vertices have been queued each time. In Hyrule Field, the latter case applies, which is the reason why it's running that slow.
There really is no possible way to workaround this*. GPUs can render a batch of vertices only with the same configuration, that's just a fact. You can't just randomly tell the GPU to do stuff differently after it has rendered half of the vertices
AMD FX-6300 Six-Core Processor OC 4.5 GHZ
Gtx580LE 3GB RAM
System RAM 18GB
Dolphin 4.0-1843
OS Archlinux x86_64
Gtx580LE 3GB RAM
System RAM 18GB
Dolphin 4.0-1843
OS Archlinux x86_64
