(03-23-2012, 09:00 AM)etking Wrote: Thanks for confirming that my GPU is to slow for high resLLE
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.
