Auto Frame Skipping without much lag by 1)Storing frames in buffers? Not possible now, Dolphin needs huge processing power and games need sync. 2) guessing if next frame will be rendered in time? It can be done, with lots and lots of code, timers, counters, but it will have this sluggish effect in every major scene/polycount change.
Sometimes, after leaving heavy (in processing amount) areas, you would be skipping a few frames which could be rendered (wasting cpu) and when entering a new heavy area, it would slow down the game a little until you get to see the max amount of polys (and framebuffer effects) in screen.
This kind of frameskipping would work wonders reducing some lag in rendering if the amount of processing power needed for the scenes didn't change all the time, in fact, regular pc games avoid these lags by not implementing a fixed framerate formula... but that's not the way for wii/gc games, so it's not possible, and we stick the normal one.
Sometimes, after leaving heavy (in processing amount) areas, you would be skipping a few frames which could be rendered (wasting cpu) and when entering a new heavy area, it would slow down the game a little until you get to see the max amount of polys (and framebuffer effects) in screen.
This kind of frameskipping would work wonders reducing some lag in rendering if the amount of processing power needed for the scenes didn't change all the time, in fact, regular pc games avoid these lags by not implementing a fixed framerate formula... but that's not the way for wii/gc games, so it's not possible, and we stick the normal one.
ASRock Conroe 1333-D667
Intel Pentium Dual Core E2180 2.00GHZ
2GB ram
Windows XP x64
Ati Radeon HD3650 256mb GDDR3
Intel Pentium Dual Core E2180 2.00GHZ
2GB ram
Windows XP x64
Ati Radeon HD3650 256mb GDDR3
![[Image: bugwk7.gif]](http://img503.imageshack.us/img503/301/bugwk7.gif)
