ok, also done that, no longer will framelimit slow down the game at all.
auto frameskip final
works like a charm you : you enter your framelimit and frameskip maybe ~5 and dont care about speed anymore, dolphin does all the rest.
known "bug" :
- target fps are not reached exactly when high frameskip is used (not only set, but really needed !)
i made it this way, because reaching them exactly means sacrificing a lot computing power and with allready high frameskip that means even less real fps -> not worth it.
example : zelda TP in hyrule. i can either have 23fps gamespeed with 4 real fps or exactly 25fps gamespeed with 3 real fps. (which means wasting ~22% computing power to nothing)
i made it to choose the first one for obvious reason.
when low frameskip is used (again : not set but really needed), it should be only a 0.1-0.3 margin.
so thats rather a feature then a bug.
auto frameskip final
works like a charm you : you enter your framelimit and frameskip maybe ~5 and dont care about speed anymore, dolphin does all the rest.
known "bug" :
- target fps are not reached exactly when high frameskip is used (not only set, but really needed !)
i made it this way, because reaching them exactly means sacrificing a lot computing power and with allready high frameskip that means even less real fps -> not worth it.
example : zelda TP in hyrule. i can either have 23fps gamespeed with 4 real fps or exactly 25fps gamespeed with 3 real fps. (which means wasting ~22% computing power to nothing)
i made it to choose the first one for obvious reason.
when low frameskip is used (again : not set but really needed), it should be only a 0.1-0.3 margin.
so thats rather a feature then a bug.
