There was a rather long conversation about this the other day on the IRC. Turns out, it's not actually all caused by shader caching – plenty of it's caused by disc accesses (and ARAM DMAs? skidau was talkin' about those, I dunno the exact relation), which Dolphin does synchronously. This affects the Metroid Prime games immensely due to how they load resources, with occasional little stutters everywhere.
Thought has been put into how exactly to implement asynchronous disc access and either keep it deterministic or keep around the current synchronous/deterministic method (which is actually kinda inaccurate) for TAS use, but so far there's only delroth's old implementation of async disc access in the "async-dvd" branch.
Thought has been put into how exactly to implement asynchronous disc access and either keep it deterministic or keep around the current synchronous/deterministic method (which is actually kinda inaccurate) for TAS use, but so far there's only delroth's old implementation of async disc access in the "async-dvd" branch.
<@skid_au> fishing resort is still broken: http://i.imgur.com/dvPiQKg.png
<@neobrain> dafuq
<+JMC47> no dude, you're just holding the postcard upside down
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<@Lioncash> pauldachz in charge of shitposting :^)
<@neobrain> dafuq
<+JMC47> no dude, you're just holding the postcard upside down
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<@Lioncash> pauldachz in charge of shitposting :^)
