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Why is the speed variable on 2016 top devices?
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Why is the speed variable on 2016 top devices?
01-14-2020, 08:54 AM
#1
Pimenov Offline
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On such devices as the Honor 8 (FRD-L09) with Kirin 950 and 4GB RAM, the games' performance is so variable.



Old versions (from 5.0-4xxx to 5.0-60xx)

Madagascar - half native speed (1 in-game second = 2 real-time seconds)

Sonic Adventure 2 - native speed (in some scenes it lowers to half- or quarter-native)



Latest versions (from 5.0-61xx to 5.0-11xxx)

Madagascar - eighth-native speed (weihuoya's MMJ-builds have quarter-native speed in that game)

Sonic Adventure 2 - half- or quarter-native speed (in some scenes it lowers to eighth-native), the Vulkan backend speeds that game up to native or half-native speed, but the screen flickers crazily when Sonic is running

Need for Speed: Most Wanted - half-native speed (overclocking to 40% makes the speed close to native)

Need for Speed: Carbon (Wii) - quarter-native speed (overclocking to 40% makes the speed close to half-native)

Billy Hatcher and the Giant Egg - eighth-native speed

Madagascar: Escape 2 Africa - half-native speed (overclocking to 40% makes the speed close to native)

Need for Speed: Underground 2 - eighth-native speed (overclocking to 40% and disabling Sync on Skip Idle and JIT follow branch on weihuoya's MMJ-builds makes the speed close to half-native)

Shrek the Third - quarter-native speed (disabling Sync on Skip Idle and JIT follow branch on weihuoya's MMJ-builds makes the speed close to native)
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01-14-2020, 09:05 AM
#2
JosJuice Offline
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If you're wondering why the speed is different between those two ranges of versions, it's because 5.0-6101 and newer automatically make you use more accurate settings in games that require those settings to avoid serious problems.
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