You're forgetting that the new implementation is much faster than LLE.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X
RAM: 48GB
GPU: Radeon 7800 XT
CPU: AMD Ryzen 5900X
RAM: 48GB
GPU: Radeon 7800 XT
New AX HLE: what is it and how does it work?
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12-03-2012, 08:43 AM
You're forgetting that the new implementation is much faster than LLE.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT (12-03-2012, 08:36 AM)etking Wrote: Nice to see some progress here. But if the new HLE requires the game to run at 100% speed all the time, we loose the biggest benefit of HLE over LLE. On my system, not a single game runs at 100% speed all the time and if there weren't these stupid bugs, I would be perfectly happy with the current HLE since I can play almost all games at nearly full speed with crackling-free audio. Hopefully machines that currently have to use HLE because LLE runs to slow will still be able to play crackling-free audio in the future. Otherwise the old HLE audio should be kept as an option.Adding some kind of audio stretching should fix the crackling, but the audio will still run slower if the games is not running at 100%. PCSX2 already has this option if you want to test what it sounds like. Old HLE won't be kept as an option in any case, your opinion does not really matter in that choice. 12-04-2012, 05:03 AM
I edited this article a bit, added some images, and published it on the LSE blog: http://blog.lse.epita.fr/articles/38-emu...lphin.html
Should be easier to read like that 12-04-2012, 07:18 AM
(12-03-2012, 03:27 AM)delroth Wrote: Performance should be a bit slower because the new HLE emulates a lot more stuff. However, if you have more than 2 cores in your computer it shouldn't matter (because it's running on a separate core), and it's still very fast.Sounds like it's well worth whatever little performance cost there may be. Mario Galaxy 2 without LLE and Metroid Prime without volumes flying up and down... This improvement alone would justify calling the release Dolphin 4.0. 12-05-2012, 10:39 PM
(12-03-2012, 08:54 AM)delroth Wrote: Nice to see some progress here. But if the new HLE requires the game to run at 100% speed all the time, we loose the biggest benefit of HLE over LLE. On my system, not a single game runs at 100% speed all the time and if there weren't these stupid bugs, I would be perfectly happy with the current HLE since I can play almost all games at nearly full speed with crackling-free audio. Hopefully machines that currently have to use HLE because LLE runs to slow will still be able to play crackling-free audio in the future. Otherwise the old HLE audio should be kept as an option.Since you can't have the improved HLE working the old way, look at the bright side: Much less requirements to get good sound than with LLE. And you can just stick with an old revision untill you get a better computer, I think keeping "2 HLEs" is not as trivial as it may sound, and definitely a mess no dev would appreciate.
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900; Win8 64-Bit Quote:I edited this article a bit, added some images, and published it on the LSE blog: http://blog.lse.epita.fr/articles/38-emu...lphin.htmlBeautiful! I really like the added images. They help a lot. Guess I don't have to compile these anymore then. 12-06-2012, 03:56 AM
PCSX2 TimeStretch sounds fine, I always have that enabled. All GC games run at 100% currently and sound better than before. For Wii games, such an audio stretching function might be needed. Hopefully all those bugs where single sound effects are way to loud in Mario and Zelda for example will finally get fixed since they drive my neighbors crazy all night long.
12-06-2012, 09:54 AM
Hi, the new plugin seems to be working well (even with weak CPU). I know you're still developing, i wanted to tell you that there's a bug in Super Mario Galaxy 2, when you launch a game, background music stop after 30s-1 min and i think the game hang (not only the sound) for ~100ms sometimes (not happen with HLE official build).
12-06-2012, 10:05 AM
Sure that it doesn't happen with the official build? SMG2 uses the Wii version of the Zelda microcode for sound, and this hasn't n=been rewritten yet. Therefore, you're only using code that's in the master branch.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT 12-06-2012, 07:38 PM
That issue happens with master and as AnyOldName3 mentioned Mario Galaxy or basically most first party Mario and Zelda games use the Zelda microcode (AFC looping) that hasn't been rewritten yet.
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