02-04-2011, 10:44 AM
02-04-2011, 10:44 AM
nope.
02-04-2011, 02:51 PM
Quote:OK understood, and you have been great at explaining things simply lately.
So what LLE are we supposed to be using? The interpreter or recompiler? What's the difference? Why are there 3 options there, wouldn't just HLE and one of the LLE options suffice? And then throw in the audio backend options for each of those, now there's a bunch more possible configurations, but what are the audio backend options even for? I've never seen any difference or any reason to even use XAudio2 or OpenAL over Dsound, so why are they there? And DTK music... why would anyone ever turn that off? And being someone who has turned it off just to see, I can't see (hear) any difference in any game with any configuration where it makes any difference at all, so why is it still there?
HLE (high level emulation) emulates software behavior on our hardware. LLE (low level emulation) emulates the behavior of the native hardware instead of software behavior. The interpreter for lle simply interprets the gc/wii dsp instructions into equivalent x86 machine code. The jit recompiler/interpreter does that but also caches the code (results) so it can be reused, thus improving performance. After emulation the resulting audio code is passed out of the plugin in a particular format for an audio backend to be used to decode it into LPCM. "enable dtk music" is the only option that I can think of that could be removed from the audio plugins without upsetting me. In some games where either sound effect or music is way louder/quieter than the other and music doesn't loop properly anyways it can be useful.
Quote:Add on to all those possible options, most of which seem unneccesary things like we talked about in the other topic like how there's A Framerate option that doesn't limit framerate but VPS, even though as you said the VPS is always 60 anyway so why there's a limiter I dont know, why it's called a framerate limiter when thats not what it's limiting is even more baffling, and why there's an option to use framerate to limit right next to the framerate limiter that doesn't really limit framerate just VPS, and add audio throttling and vsync options both of which seem more useful and less confusing than the Framelimit VPS limit thing and...
I guess what I'm saying is maybe sometime in the next 1000 revisions some simplification of the config UI and culling of redundant and/or unneccessary options could be done and would be welcome. It really hasn't had much of an overhaul since 2.0 and now with the plugins merged into the emu a lot more simplification could probably be done. Dolphins config UI (oh man and then the per game settings too... sheesh)is a big cluster F of options most of which seem unneccessary and redundant. Cleaning that up and simplifying it and getting rid of things that arent needed can only make it easier for you guys to maintain, easier for users to understand, easier to post our game configs here in the forums (when it takes 8 screen shots to show one game config somethings wrong) and thus better for NaturalViolences sanity.
Edit- I would love for somebody who is better at math than I am to look at Dolphin and figure out exactly how many different configurations are possible for 1 single game. Just doing the math quick in my head it comes out to over 100,000 and I just stopped there. Now I generally dont respond to people who ask for game specific configs in threads without bothering to search, but when you figure in the staggering amount of possible configs I guess I cant really blame them. It's just way too much, and I know all of it can't be necessary.
I won't get into it right now since it would take me half an hour to thoroughly cover my opinions on this matter but let me just give you the abridged version: more options = better, period. I will personally kill any developer that takes away these so called "useless" options if I can find so much as one reason to use it. Until dolphin magically becomes super fast, super accurate, and stable all at the same time options and hacks are our only hope. If enough options and hacks are added nearly anything can be run fast and without bugs with the proper configuration. It's a good short term solution until everything starts becoming accurate.
02-04-2011, 09:40 PM
For me LLE on thread works like 1 in 100 times using r7040. Unfortunately r6971 took 10fps from SMG so any gain from this is...well still less than before.
02-05-2011, 02:15 AM
Ok so LLE on thread does indeed work for me within 3 tries if I close the emu between attempts.
Just tried again with r7060 and the on thread option gives a nice speed up. Also the slowdowns are far less crippling when collecting a load of star bits and its a lot smoother. Nice work.
Just tried again with r7060 and the on thread option gives a nice speed up. Also the slowdowns are far less crippling when collecting a load of star bits and its a lot smoother. Nice work.
02-05-2011, 02:21 AM
gunna get skid to add some more logging info for the dsp, it might help track down the hang.
02-05-2011, 03:02 AM
Anyways, it's an amazing work everyone's doing here and it's a shame I don't have much time to spend here, little projects have this or maybe more amount of developer activity.
So, I'll be bothering you guys again when you reach 8000, because I'm pretty sure I won't be able to make the OVER 9000! revs thread before someone else does
So, I'll be bothering you guys again when you reach 8000, because I'm pretty sure I won't be able to make the OVER 9000! revs thread before someone else does
