People still can't wrap their heads around the fact that the video card has almost no impact on performance as long as it within the range of what Dolphin looks for in a video card.
(03-24-2010, 02:52 PM)GodRays Wrote: [ -> ] (03-24-2010, 02:45 PM)[SS] Starscream Wrote: [ -> ]People still can't wrap their heads around the fact that the video card has almost no impact on performance as long as it within the range of what Dolphin looks for in a video card.
But ATI has DX11, lol 

DX10 or 11 support for dolphin would be very nice... maybe more fps???
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(03-24-2010, 02:45 PM)[SS] Starscream Wrote: [ -> ]People still can't wrap their heads around the fact that the video card has almost no impact on performance as long as it within the range of what Dolphin looks for in a video card.
i know that the CPU is the most important part, but giving it a try wont be false...
just look through the ZTP game thread...everyone has that problem to pretty much the same extend (if they're far enough in the game), no matter what GPU they have. And though I have no idea about coding 'n stuff my experience in using emulators just tells me that's a typical core-problem.
@skid, considering the Fifo or more specifically the Fifo_EnterLoop instruction seems to be the cause of the severe slowdowns in Hyrule Field, has the cause of these slowdowns been discovered yet and if so what can be done to fix these slowdowns?
Quote:People still can't wrap their heads around the fact that the video card has almost no impact on performance as long as it within the range of what Dolphin looks for in a video card.
That's not entirely true. If you want to render at a high resolution like 1920 x 1080 and use 4xSSAA or higher both at the same time you NEED a good gpu or you will experience some serious slowdowns (depends on the game as well). Anyone who has multiple video cards to swap out on their main rigs and has tried it knows this to be true. But yes in 99% of cases the cpu is the bottleneck not the gpu.
Yeah, it has been said before, but if you just want to play games on the emulator, you don't need a good card. The people with weak cards are not worried about AA and high resolutions, they are just happy that their games run at all.
I wrote this in another thread and it pretty much sums up what I'm saying here.
"I guess the point is that if you both have a dual core processor clocked at 3.0GHz and did not use any of the extra graphic settings, you both would most likely get the same fps even though your video card is better than his. Now if you were to turn up the AA to full and so did he, that is when he would lose fps and you would not. See how that works, the video card does not matter except for when you start turning up graphic settings. The processor is giving you all of your speed, but when a weak card tries to be something that it is not, (by using graphic settings) then it fails and makes everything suffer. As long as the processor is good and the video card passes the minimum that Dolphin asks for, it can still run games fine as long as you know your graphic cards limits. "
Anyway, this is not the thread for this type of discussion.
(03-29-2010, 02:17 AM)Xtreme2damax Wrote: [ -> ]@skid, considering the Fifo or more specifically the Fifo_EnterLoop instruction seems to be the cause of the severe slowdowns in Hyrule Field, has the cause of these slowdowns been discovered yet and if so what can be done to fix these slowdowns?
As far as we can see, it has to do with how the GPU thread releases the CPU for other tasks. The multi-threaded FIFO commit was an attempt to overcome this problem - and it did not seem to be stable. It is generally known what is causing it to slow down, but a suitable solution has not been found. I am not sure if other developers are continuing looking into this.
If you want to experiment, look into the YieldCPU() function within Dolphin.
It's nice that some progress is being made and the actual issue is being uncovered/discovered. As much as I'd like to contribute and help the developers out, I'm afraid I wouldn't be of much more help considering my lack of coding knowledge. If there's anything else you would like me to do, I'd be glad to help providing you detailed everything you would like me to test.
I tested the multi-threaded Fifo from the commit you mentioned, but it didn't seem to help. Maybe I was doing something wrong or it just didn't work as was intended.
Where can I find the YieldCPU() function at in the source for Dolphin?
(03-29-2010, 11:27 AM)Xtreme2damax Wrote: [ -> ]It's nice that some progress is being made and the actual issue is being uncovered/discovered. As much as I'd like to contribute and help the developers out, I'm afraid I wouldn't be of much more help considering my lack of coding knowledge. If there's anything else you would like me to do, I'd be glad to help providing you detailed everything you would like me to test. 
I tested the multi-threaded Fifo from the commit you mentioned, but it didn't seem to help. Maybe I was doing something wrong or it just didn't work as was intended.
Where can I find the YieldCPU() function at in the source for Dolphin?
Use the search button in VC++ express
