Why 3 or 4 core for dolphin? OpenCL is a better alernative for video performance.
Chuck Approves
When will Dolphin use 4 cores?
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04-26-2010, 02:53 PM
Why 3 or 4 core for dolphin? OpenCL is a better alernative for video performance.
Chuck Approves 04-26-2010, 03:30 PM
04-27-2010, 05:47 AM
iirc, opencl is just for texture conversion, and that uses any opencl device, provided there are drivers for it(for cpu and gpu)
04-27-2010, 06:26 AM
So OpenCL won't help with anything on Dolphin that uses heavy calculations? If that was possible I would think it would help performance considerably.
04-27-2010, 06:51 AM
texture conversion for now. I heard they are revamping their use of opencl to boost speed of other things too.
04-27-2010, 11:48 PM
04-28-2010, 09:04 AM
why not use DX10 also it speed up in pcsx2 so why not in dolphin
i loved the old revs when OpenGL was fast and good (good old times) 04-28-2010, 10:00 AM
The code I contributed to the DSP LLE JIT allows the DSP to be placed into a thread when the "LLE on thread" option is selected. It crashes really quickly because of timing issues.
There is code to cater for the situation when the DSP thread is running ahead of the CPU thread. The crash occurs when the CPU thread runs ahead of the DSP thread. The code to cope with this second situation is currently missing from Dolphin. The code does give you a glimpse into the potential of putting the DSP into its own core. I also have some ideas on how to split up the CPU thread to use more cores... not sure if it is worth it at present. 04-28-2010, 11:37 AM
(This post was last modified: 04-28-2010, 11:38 AM by NaturalViolence.)
Why even bother putting DSP LLE on it's own thread? No one uses LLE anyways, and doing that with HLE would be pointless. Now if you could someone split the cpu thread into 3 that would be useful (although almost impossible from what I understand), then no one with a quad core cpu would ever have to worry about framerate issues (well a few games would still have bad framerates but 99% would be running at fullspeed).
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 04-28-2010, 09:10 PM
By the way, everyone will be using LLE quite soon and here is why:
It produces more accurate sound compared to the HLE plugin and everything works almost identical to the actual hardware including Zelda, Mario sound and music. All this without having to add hacks for looping as they had to do with AFC looping for intro and cinematic music in Zelda: Twilight Princess. This means sound and music in Zelda and Mario games such as Zelda Twilight Princess and Mario Galaxy will work without cutting out, all sound effects/music should be properly outputted unlike with the HLE plugin. This will not only fix sound and music in Zelda/Mario games, many other games that exhibit sound issues such as Resident Evil Zero/Remake/2/3/4, Wario World will finally have working sound. Once LLE JIT is properly implemented, performance will be on par with the HLE plugin, even better once LLE on thread is properly implemented without any games locking up. Of course you are free to continue using the HLE plugin, that is if you don't mind continuing to deal with sound issues that will probably not be fixed any time soon. I think the developers stated there is not much more they can do for the current HLE plugin, which is why they are focusing on the LLE plugin instead. |
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