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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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[Wii NTSC]Twilight princess TOO FAST
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[Wii NTSC]Twilight princess TOO FAST
01-21-2011, 04:04 PM
#21
hypnotoad Offline
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I got my card today. It's great. Almost everything is 100% speed now. Even the cinematics. I roll into a morph ball instantly in real time! And the saving and all the other cinimatics, and gameplay all go at full speed, which does seem kind of fast, if you're used to a lot of lag.

Once in awhile it slows down to like 80%, but the GPU and CPU are not maxed, so I don't how to explain that.
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01-21-2011, 11:14 PM
#22
Dario ff Offline
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(01-20-2011, 11:05 AM)NaturalViolence Wrote: No it doesn't. The d3d/opengl runtime compiler run on the same thread as the gpu/dsp emulators. They use very little cpu load compared to the other things dolphin does. And multi-threaded compiling of d3d code is only available on d3d11 hardware (and dolphin doesn't use it).
I don't really have any tech knowledge to back it up rather than experience. I remember using a simple d3d app, and pushing it to render as much as possible. With the threaded optimization off, it took only 50% of the CPU usage. And on, it took 100%. Of course, I don't know how much was on the inner-workings of that app, so sorry if I said something so blatantly wrong, since I was basing myself on the experience. Blush

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01-22-2011, 12:07 AM
#23
neobrain Offline
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Actually, I'm pretty sure that threaded compiling shaders would work in D3D9 as well.
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01-22-2011, 02:40 AM
#24
NaturalViolence Offline
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Then why is it listed as a d3d11 feature by microsoft?
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01-22-2011, 04:28 AM (This post was last modified: 01-22-2011, 04:28 AM by neobrain.)
#25
neobrain Offline
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The actual d3d11 feature is multithreading support in general when accessing the gpu, but in d3d9 compiling shaders doesn't deal with the GPU at all.

EDIT: And not even dealing with the GPU driver.
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01-22-2011, 04:39 AM
#26
NaturalViolence Offline
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Ah. I was mistaken then. I'm guessing dolphin doesn't use multiple threads for compiling shaders?
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01-23-2011, 01:19 AM
#27
neobrain Offline
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Nope. Doesn't seem sensible either though, since shaders are being compiled right before rendering, i.e. the render thread would need to be stalled then anyway. Just like threading texture decoding and loading would only give a little (if any) speed gain as well.
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