(07-31-2009, 01:17 AM)BlinkHawk Wrote:(07-30-2009, 12:13 PM)CacoFFF Wrote: That sucks, also, emulated gpu receives load from video card AND an extra core, so it only takes one of the two to slow down the whole emulated gpu.
Optimising the vertex loaders will help making the emulated gpu faster, but as long as there are slow video cards around, the watchdog won't die.
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Makes me think, those Phenom users + AMD overclocking tool on 7xx chipset motherboards.
If they oveclock only Core 1 (lock threads off, without touching Core 2,3,4 freq), they could speed up emulated gpu (provided they have a good video card) without increasing heat that much.
After all, the OS will leave the most demanding thread to the highest clocked core (useful for switching cores when passing from a very-low poly area to a high poly area).
Just one of the many ideas that come to my mind.
CacoFFF do you know if the OGL plugin uses BSP trees to sepparate static objects from dynamic objects for later do an space partioning and reduce the the polies being processed, thus making rendering faster.
I've been asking this question, but no one has answered it and I'm too lazy to look at the ogl source code. It was the solution Quake makers used to render 10,000 polies (at that time) without having slowdowns.
Well, first thing, the BSP vis process is an heavy -pre-computation- thing, the visible areas are determined at compile time and NOT at runtime, so for an emulator it's not possible.
Second thing, the idea is to emulate the Gamecube/Wii, so we run the same code that was written for the original platform on a PC, if the developers didn't fell the need to use BSP trees or occlusion for the original platform then it's going to be the same on Dolphin.
For example, zelda Wind Waker on Dolphin already uses some kind of occlusion. remember we're not running Quake or writing a game but emulating a platform
And finally i don't think using some occlusion code in Dolphin to avoid rendering the vertices that are not actually visible would be a good idea, it may help if you have a pos graphic card, but i don't know if you can avoid processing the vertices...