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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Hyrule Field Slowdown Observation
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Hyrule Field Slowdown Observation
03-31-2010, 07:49 AM (This post was last modified: 03-31-2010, 07:50 AM by James333.)
#121
James333 Offline
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(03-31-2010, 07:47 AM)Xtreme2damax Wrote: A quick question, why do I only see definitions for _WIN32 and not _WIN64 as well? Wouldn't it make sense to also have definitions for _WIN64 for the 64-bit build of Dolphin?
Because _WIN32 is used to define windows platforms ( It doesn't make the separation between win32 and win64 )

like in my autoreconnect patch, It worked in both x86 and x64
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03-31-2010, 07:54 AM
#122
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What does the _WIN64 definition exist for then if _WIN32 can be used for both the WIN32 and WIN64 platforms?
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03-31-2010, 09:14 AM
#123
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(03-31-2010, 07:54 AM)Xtreme2damax Wrote: What does the _WIN64 definition exist for then if _WIN32 can be used for both the WIN32 and WIN64 platforms?
Because you can send 32 bit instucctions to a 64 bit platform , but not backwards
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03-31-2010, 11:22 AM
#124
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Kind of like a 64-bit OS can run both 32-bit and 64-bit builds of Dolphin, but not the other way around.
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03-31-2010, 11:25 AM
#125
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(03-31-2010, 11:22 AM)[SS] Starscream Wrote: Kind of like a 64-bit OS can run both 32-bit and 64-bit builds of Dolphin, but not the other way around.
Exactly Wink
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04-01-2010, 12:57 AM
#126
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So? anybody fixed that QQ
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04-01-2010, 01:51 AM
#127
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Win32 is a kinda old way of refering to Windows in general, and even now with 64-bit versions out, its still used (just for historical reasons). For defines, casing matters (_WIN32 will work, _Win32 will not). Grayed out in Visual Studio means that this block is not active - conditionals using #if/#ifdef are like if-statements in any programming language; except that they cause the active blocks to be compiled, while others are left out.

As for the patch and its (lack of) effects, I havent tested any of this, just providing some stuff that might do. After all, I'm still not convinced that this is the solution for the slowdowns; I'd rather expect things that deal with YieldCPU (or the lack thereof) to cause random hangs instead.
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04-01-2010, 02:12 AM
#128
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Yeah, I've tested everything I could think of and nothing effects the horrendous performance in Hyrule Field, so it seems YieldCPU is not responsible for the slowdowns.
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04-01-2010, 05:25 AM (This post was last modified: 04-01-2010, 05:25 AM by Piti.)
#129
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[Image: gz2e011.th.jpg]
One of many many textures bugs ?? - also i noticed that, emulator is rendering the whole world while being on Hyrule Fields.
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04-01-2010, 05:53 AM
#130
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It doesn't render all of Hyrule Field, only the immediate area you are in. This was confirmed by testing with Free Look and Wireframe mode. Also the issue apparently lies in the Fifo code or other threading issues as stated earlier in the thread where these tests were performed. Fifo_EnterLoop seems to be the most intensive for some reason and is probably what is causing these severe slowdowns.

Probably a combination of threading issues and desyncs of the emulated GPU/CPU, other timing issues.
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