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Massive Sound lag in ANY Game
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Massive Sound lag in ANY Game
03-23-2012, 07:47 AM
#11
Shonumi Offline
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I've been studying DSP emulation for about a week now (to implement in Gekko), so here goes.

(03-23-2012, 06:02 AM)etking Wrote: In LLE, audio speed is linked to game speed. This is the major problem. Game speed is (in)directly linked to internal resolution if you do hot have an high-end GPU. If you not always reach full frame rate (as the case for most average users), LLE is completely useless.

Yes, LLE's audio quality is linked to the emulated game speed. Unlike HLE audio in Dolphin, which can simply mix the audio longer, LLE doesn't time stretch. That said, if the GPU bottlenecks emulation, then of course game speed and overall performance will be linked to things like IR. If your GPU slows you down, it'll necessarily slow down LLE. That does not mean LLE is the cause of the slowdown, it just suffers from the affects.

(03-23-2012, 06:02 AM)etking Wrote: Reality (and logic) shows that LLE runs much better in lower internal resolutions on my System (Dell XPS 17 notebook with overclocked GT555M). I use EFB to Texture, LLE on thread makes no real difference. LLE audio works much, much better in lower resolutions but HLE audio is always 100.000 times faster anyway. So no need for LLE at all. As long as there is no automatic frame skipping in dolphin HLE is completely useless for me. The average user has no high end graphics card, so I cannot understand why using the (performance-wise) inferior LLE is always recommended? My GPU is just to slow for running LLE sound at full speed, this is really trivial. (I know that Sound runs on CPU only but audio speed in LLE is linked to game speed and game speed is limited by GPU in both HLE and LLE)

Note that LLE audio, by nature, is more demanding than HLE, so if your computer can't handle it, you're going to take a performance hit, and consequently get poorer audio results. Resolution makes no difference to LLE's performance. The DSP is emulated on your CPU, but Dolphin uses your GPU to emulate GC/Wii graphics. Things such as anti-aliasing, anisotropic filtering, and internal resolution are all handled by your GPU. If LLE works fine on lower resolutions, but an increase in resolution results in issues, the problem lies with what you changed: the resolution.

(03-23-2012, 06:02 AM)etking Wrote: Many user are using HLE hacks because LLE is not applicable and unusable for them as well as for me.
The reason for my LLE problem is that my GPU is to slow. It sometimes cannot reach the maximum framerate. The limited framerate causes the audio to slow down or stutter in LLE. If I reduce the internal resolution and always reach full framerate, LLE audio runs fine! Why?
And as LLE requires much more resources and is inferior in almost any way, why even consider using it? I'd need a much, much better system for LLE in 1080p, a Core I7 and a GT555M is not enough.

Like I said, it's not LLE's problem, it's your GPU. At higher resolutions, your GPU becomes the bottleneck, slowing down the rest of your computer. This slowdown affects LLE. LLE requires more resources because it more accurately emulates the DSP, much closer than HLE. That accuracy comes at a price though in terms of computing resources. When you reach full-speed with LLE, the results are often better than HLE, simply due to how closely it matches what a real Gamecube/Wii DSP would produce.

(03-23-2012, 06:02 AM)etking Wrote: HLE causes massive audio bugs whenever the framerate is slower than expected. And I am sure the low framerate is caused by GPU. Why is there no automatic frame skipping in dolphin to ensure audio can always run at full speed like in many other emulators? To skip a fixed number or frames is not really helpful here.

Frame skipping shouldn't let games run at full-speed. All frame skipping does is tell the emulator not to draw a certain number of frames. Dolphin still knows what the frame should look like, it just doesn't display it. It won't change the emulated game speed. If you're not getting full-speed, frame skipping shouldn't change that.

(03-23-2012, 06:02 AM)etking Wrote: 1. SMG2 runs quite nice on my PC with HLE. It may not be always be fullspeed but I do not notice any slowdowns when not looking at the framerate counter. In LLE I have massive audio issues in 1080p as mentioned before. This is because in LLE audio speed is linked to game speed and minor changes can make huge difference for human perception. LLE is unusable for me and therefore not even an option as i do not want to reduce my internal resolution.
2. I never told something different. But for higher resolutions you need a better GPU, this is trivial. If your GPU only is capable of performing at 99% speed at the desired resolution, you just cannot use LLE audio. Especially if the framerate is not stable.
3. Only if you have a high end GPU which most users dont. For these (most) people GPU is far more important (or both are equally important)

Since LLE is so demanding, you really shouldn't try running it unless you can get full-speed with HLE. Also, frame rates are not the most accurate measure of game speed. When Dolphin is run as a windowed application, it should display the emulated game speed in a percentage. That'll tell you if you're getting full-speed or not. Also, #2 doesn't make sense. Why would LLE audio be unusable if my GPU is performing at 99% of what I want? The more likely culprit would be poor game speed due to bottlenecks in the GPU, CPU, or both.

(03-23-2012, 06:02 AM)etking Wrote: Yes it does, unless you have a high end GPU. But most people do not have a high-end GPU. Even I dont, my GT555M is just lower middle class and causes massive LLE audio slowdowns.

Just trying to hit it home, but DSP emulation is dependent on your CPU. The GPU has no say in that performance unless it becomes the bottleneck for the rest of the system. I've run Tales of Symphonia just fine at 4x with LLE (though I don't have a monitor good enough to anything greater than 2x atm...) At least according to Wikipedia, my own GTX 550 Ti is only upper-middle class when it comes to other GPUs, but for Dolphin it does just fine for high internal resolutions with LLE audio enabled.
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03-23-2012, 09:00 AM (This post was last modified: 03-23-2012, 09:02 AM by etking.)
#12
etking Offline
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(03-23-2012, 07:47 AM)Shonumi Wrote: Frame skipping shouldn't let games run at full-speed. All frame skipping does is tell the emulator not to draw a certain number of frames. Dolphin still knows what the frame should look like, it just doesn't display it. It won't change the emulated game speed. If you're not getting full-speed, frame skipping shouldn't change that.

Thanks for confirming that my GPU is to slow for high res LLE, GT555M is much slower than GT 550 Ti which is almost twice as fast according to http://www.videocardbenchmark.net/gpu_list.php.

Dolphin uses a really uncommon way of frame skipping if it is just not drawing them. Almost all other emulators, since back from SNES and NES emulation days really skip calculating the frame thus making emulation and sound much faster. And they automatically and dynamically decide how many frames to be skipped if automatic frame skipping is enabled. Is this feature really impossible with LLE and Dolphin architecture?

And when playing on a real console with much action on the screen the game and audio speed will stay and the frame rate will drop. Not the final output framerate defined by PAL / NTSC / HDTV standard but the number of frames actually calculated by the GPU. It would be almost impossible to write a game if frame rate was always fixed and could never fall below that value. The Wii would be the very first system to behave this way if that was the case and it would make absolutely no sense.

Developers may not be aware, but the majority of dolphin users very likely uses GPUs slower than my 555M. They all have massive problems with LLE in high resolutions and should not be ignored.
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03-23-2012, 09:29 AM (This post was last modified: 03-23-2012, 09:32 AM by NaturalViolence.)
#13
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Jesus christ you still don't get it. I really don't feel like making another super long "why everything you just said is totally wrong" post.

For the last time LLE has nothing to do with your gpu, period. Do you use audio throttling with HLE?
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03-23-2012, 11:59 AM
#14
Shonumi Offline
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(03-23-2012, 09:00 AM)etking Wrote: Thanks for confirming that my GPU is to slow for high res LLE

Fixed that for you. The way you said it makes it sound like the GPU has any direct affect on LLE processing. It doesn't, not really. Your GPU only processes the resolution in this case.

(03-23-2012, 09:00 AM)etking Wrote: Dolphin uses a really uncommon way of frame skipping if it is just not drawing them. Almost all other emulators, since back from SNES and NES emulation days really skip calculating the frame thus making emulation and sound much faster. And they automatically and dynamically decide how many frames to be skipped if automatic frame skipping is enabled. Is this feature really impossible with LLE and Dolphin architecture?

And when playing on a real console with much action on the screen the game and audio speed will stay and the frame rate will drop. Not the final output framerate defined by PAL / NTSC / HDTV standard but the number of frames actually calculated by the GPU. It would be almost impossible to write a game if frame rate was always fixed and could never fall below that value. The Wii would be the very first system to behave this way if that was the case and it would make absolutely no sense.

Check out my post here.

(03-23-2012, 09:00 AM)etking Wrote: Developers may not be aware, but the majority of dolphin users very likely uses GPUs slower than my 555M. They all have massive problems with LLE in high resolutions and should not be ignored.

If a user's GPU is bottlenecking Dolphin's overall performance, then they really can't complain that they can't get LLE. If your system is already limited by the GPU, and then you want to do something even more demanding, well then you're SOL.

Just as well, for users with GPUs weaker than the 555M, internal resolution affects performance, HLE or LLE. It's just a fact that they can't play full-speed on higher resolutions without coming into problems. Dolphin has certain requirements after all.
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