Maybe someone can help me fine tune my settings for Melee\Brawl\ProjectM V2.1.
I am going to a friend's house on Friday and I'd like to have us all play on my computer via his TV. I nabbed 4 Gamecube controllers and adapters to make this as legitimate as possible.
These guys have never seen the possibilities of an emulator so I want to give them a spectacular showcase.
First my rig:
Note: The TV we will be playing on has a native resolution of 1366x768. I need the emulator to run locked at 60fps, no slowdowns whatsoever. My pals are a competitive lot and will lambast me if it is not butter smooth. Plus I'm trying to make this setup look good.
-Settings for first round of tests-
--Dolphin build 804x64 Vlad ICC (Process set to High in Windows Task Manager). I also tested Extreme Dude's 803x64, but saw little difference.
...Checked...
Graphics
Results of tests at these settings
4-player CPU FFA (level 9)
Close to perfection, but stutters frequently.
Dropping IR to 2x gives the desired performance but not visuals. Vying for the 3xIR to work.
This is the extent of my testing so far. My processor cannot be pushed any further, I have hit the temperature wall.
Now for some questions.
Love,
Grogel
I am going to a friend's house on Friday and I'd like to have us all play on my computer via his TV. I nabbed 4 Gamecube controllers and adapters to make this as legitimate as possible.
These guys have never seen the possibilities of an emulator so I want to give them a spectacular showcase.
First my rig:
- i5 3570k @ 4.8Ghz WC (supports AVX instruction set), 6 hour prime stable, 4 cpu 99 stock battle stable
- 2 gtx 680s sli
- 1600MHz 11-11-11-28 Samsung Wonder RAM @ 16GB
- Vertex 4 OCZ SSD (The emulator is being played from the SSD in hopes of gaining some performance)
- windows 7 x64
- Primary Monitor 2560x1440 Shimian
- Secondary Monitor 1366x768 Samsung
Note: The TV we will be playing on has a native resolution of 1366x768. I need the emulator to run locked at 60fps, no slowdowns whatsoever. My pals are a competitive lot and will lambast me if it is not butter smooth. Plus I'm trying to make this setup look good.
-Settings for first round of tests-
--Dolphin build 804x64 Vlad ICC (Process set to High in Windows Task Manager). I also tested Extreme Dude's 803x64, but saw little difference.
- Project M V2.1 using SSBB NTSC. Also tested without Project M and noticed a slight performance hit using the mod.
- OpenGL (DX9/11 yielded less than desirable results, OGL far superior from initial tests)
- Window resolution = 1366x768
- IR = 3x Native
- AA = 16xQ CSAA
- AF = 16x
- Post-Processing Effect: Blur Aliasing 2x (preference, less effect on color than x4)
...Checked...
Graphics
- Scaled EFB Copy
- Per-Pixel Lighting
- EFB Copies -> Texture
- Disable External Framebuffer
- Disable Per-Pixel Depth
- OpenMP Texture Decoder
- Enable Dual Core
- Enable Idle Skipping
- JIT Recompiler
- DSP LLE (otherwise audio crackling)
Results of tests at these settings
4-player CPU FFA (level 9)
Close to perfection, but stutters frequently.
Dropping IR to 2x gives the desired performance but not visuals. Vying for the 3xIR to work.
This is the extent of my testing so far. My processor cannot be pushed any further, I have hit the temperature wall.
Now for some questions.
- More like an affirmation for this first one: Because I'm using 4 computer players to test, I am guessing that a good amount of processing power is being wasted there instead of being used for powering the engine. If I have 4 humans in game then I should see much better performance. Is this true?
- Can I defer any of the graphical load to the GPUs to increase engine speed?
- What am I missing out on by not using DX11? Should I make using DX my goal?
- Does anyone have a similar rig to provide comparisons? Is it possible that anything is being bottle-necked(lol)?
- Any suggestions for tweaking settings?
Love,
Grogel