Hmm, RapidSVN didn't have support for patching, so I used gnutil's patch. Worked like a charm, Mario Galaxy is completely playable now, thx!! =)
[Patch] Auto Frameskip - update page 3
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08-11-2009, 03:16 AM
i recommend :
nice that galaxy works for you. for me its too much frameskip that is needed, too sluggerish for a game like that 08-11-2009, 04:50 AM
sounds like it's ready for a commit, I can't test it myself yet, i'm still at work... something about playing games at work doesn't sit well with my boss... the nerve of this guy... sheesh
i dont think i can follow in my current state
so does it always skip or ... ? o_O; imo it should be a frameskip option (like in any decent game ) off, auto , 1 , 2 , 3 , ... * DacoTaco goes to bed 08-11-2009, 05:48 AM
so im not really sure wat this does...can someone explain this to me...preferably how to get it to work best with the metroid prime games..lol
Intel® Core2 duo CPU 2.40 GH NVIDIA geforce 9700 GT 6.00GB RAM Windows Vista Home Premium 64bit laptop or Ubuntu 64 bit linux system (just installed )
Nvidia 9600 gtm oc core clock: 500>610 shader clock: 1250>1525 memory clock:400>510 my laptop = BeAsT!! url=http://www.fallensword.com/?ref=4330516][/url] 08-11-2009, 06:09 AM
what it sounds like to me, is you set your max framerate with the framelimiter, so if it's a PAL game that runs at 50 fps/vps, set framelimiter to 50, then auto frameskip will automatically set the frameskip to make the gameplay achieve 50 fps depending on the load. (not visually, but CPU wise, so that the game can feel faster at the cost of dropped frames, obviously what frameskip is intended to do) but auto frameskip will automatically set the frameskip as needed for the load, so if you're getting full speed without any frame skip it will not drop any frames, but then if you're getting low overall fps, causing the game to slow down because it takes that long to process the frames and display them that fast, it will start to drop frames accordingly so that the gameplay maintains the full speed of the game rather than slow down to render every frame. The game will seem "jerky" and the visual fps will be low, but the game speed will be what it should be, you just won't see x amount of frames because they are being skipped to continue emulation at full speed.
Basically you're sacrificing visual fluidity for real-time emulation speed as needed automatically. 08-11-2009, 06:15 AM
lol ok...so if your fine with like 40 fps instead of 50 then the game will prolly play a little better..just a t a slower speed then rite?
as in less jerky ness?
Intel® Core2 duo CPU 2.40 GH NVIDIA geforce 9700 GT 6.00GB RAM Windows Vista Home Premium 64bit laptop or Ubuntu 64 bit linux system (just installed )
Nvidia 9600 gtm oc core clock: 500>610 shader clock: 1250>1525 memory clock:400>510 my laptop = BeAsT!! url=http://www.fallensword.com/?ref=4330516][/url] 08-11-2009, 07:03 AM
think about it in frames, you have 50 frames to do in a second, if you can't do that, without frameskipping, it will just make the second longer to allow time to render them all, which in turn makes the game go slower. but with frame skipping, it will discard frames to make up for that loss of time. so that it can still make that 1 second deadline but just not render some of the frames to get there. Lets say the scene is a guy running, because you're losing frames, you might not see all his running motion when he goes from point a to point b, might miss a step or the movement of his legs depending on how many frames are dropped.
A crude example would be a strobe light. if you are in a normally lit room, you see everything as it happens in full speed and full motion, you move your hand from up to down, you see it move the entire time from up to down, you can see the path it took and every little movement it took to get there. now turn all the lights off, and turn on a strobe light, and move your hand in front of you, you can see your hand make it from up to down or but you can't see the entire path you took to get there, you can't see every movement it took to get to where it was when it was down. that's what it will look like on the screen, you're dropping frames to keep the game running at full speed. what auto frame skip does (or should do) is drop the number of frames necessary so that in one real second, the game advances one game second. instead of stretching that game second over several real seconds because the framerate is too low. 08-11-2009, 08:03 AM
(This post was last modified: 08-11-2009, 08:09 AM by userpasswordpassport.)
please any compile and upload this
08-11-2009, 11:52 AM
can some one please upload there compiled versions with this. I tried compiling 64bit and failed plus i don't exactly know where to put the patch.
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