This game produces a large quantity of PEToken & PETokenInt.
I think that considerable speed is improved by optimizing MoveEvents().
I think that considerable speed is improved by optimizing MoveEvents().
Is silent Hill fixed yet?
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07-30-2016, 02:24 PM
This game produces a large quantity of PEToken & PETokenInt.
I think that considerable speed is improved by optimizing MoveEvents().
Yeah, i'm also looking forward to this particular game too. It's a visual stunning game as well that would look great in higher internal resolution. I update Dolphin from time to time (every few months) and this is the first game i test to see any improvements but so far there aren't any since the first time i used Dolphin.
08-03-2016, 08:33 PM
(07-29-2016, 12:40 AM)drhycodan Wrote: But I remember it being playable before 4.0. Is there any way to revert only silent hill? I cannot find a build where it's more or less playable than it is now. The flashlight was broken for an eternity, performance still sucked, and well, I don't think it'd really be fair to say "revert everything in the emulator to a point when it emulated less to try and make one game run better." I know you probably don't expect that obviously, but, I don't see any way of making Silent Hill fast without performing optimizations on what it's doing. As it is, the flashlight still looks a bit janky.
The snowing effect / particles also look broken.
Normally you can even see each particle cast a tiny real time shadow from your flashlight. It's an amazing visual effect that i haven't seen yet in any game since. The frame rate is weird on the real thing. It seems like the game runs at 60fps when the flashlight is off and around 30 when it's on. 08-04-2016, 03:54 AM
Even if "reverting just for silent hill" was feasible, oh jeez game specific hacks please no
Does it works with software renderer?
I know it's very slow and not playable but I'm curious.
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) 08-05-2016, 11:17 PM
(07-30-2016, 02:24 PM)konpie Wrote: This game produces a large quantity of PEToken & PETokenInt. Oops.I forgot to attach a link. http://pastebin.com/pdZ91FQV I will leave it to developer's judgement. For your information. Sorry, my bad english from japan. 08-06-2016, 12:35 AM
This game always seem to work against emulators. On PPSSPP the Shadows are broken and on PCXe2 is kinda works but If I remember correctly you need software rendering which too slow to be worth it. And even then I'm not sure if it even works entirely correctly in that. In Hardware it looks completely broken.
08-07-2016, 07:47 PM
(08-05-2016, 11:17 PM)konpie Wrote: Oops.I forgot to attach a link. I suggest you to open a Pull Request with this.
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) (08-07-2016, 07:47 PM)DrHouse64 Wrote: I suggest you to open a Pull Request with this. This is dolphin code, no need to create a PR with it. There are ways to optimize it, but this should never be a hotspot. If it is, we have other performance issues. After reading our Token code, oh god, is this terrible. I agree, the coretiming implementation isn't optimal, but it's working fine. The issue here is the token implementation itself. @konpie: While you're already on debugging, is it because of the bp command BPMEM_PE_TOKEN_ID or BPMEM_PE_TOKEN_INT_ID? The interrupt one is hard to emulate fast, the non-interrupt one should not synchronize with the CPU thread at all. Good luck, BPMEM_PE_TOKEN_INT_ID will also be slow on the real hardware |
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