Here is the patch.
http://www.mediafire.com/?4479dga59bs1s9j
I cleaned it up a little, and changed it from copying the string to storing a const reference. This should keep the string object from poofing without any extra overhead. For the exact reason as to why
this is a problem, see the following.
http://stackoverflow.com/questions/1374468/c-stringstream-string-and-char-conversion-confusion
I also included minor changes to common.h and version.cpp to facilitate compiling with ICC. The common.h change simply enables the _M_SSE define when using ICC, and the version.h change appends -ICC to the window title when compiled with ICC (as requested by neobrain). You can leave them out if you feel them unnecessary, as they aren't part of the actual bugfix. They should save other people from making some mistakes when compiling with ICC themselves though, and myself a little time when making ICC builds.
FilthyMonkey ' Wrote: [ -> ]I say 'labeled as' because ExtremeDude2 builds seem to show strange revision numbers in the window title. His 3.0-95 build has 3.0-112 as the title.
It really is 3.0-95 I probably screwed it up

I will fix it in my next builds

thanks for letting me know

hey FilthyMonkey, can you pls make a build with SSSE3 Support and mylek´s patch (for xenoblade)?, i have a Q6700 with SSSE3 support.
SSSE3 is too narrow of an instruction set to bother compiling a specific build for. As I have said previously, the actual speed difference between builds using different versions of compiler generated SSE code is minimal. I tested this using a SSE4.2 and a SSE3 build in xenoblade, on my 2600k. Both were averaging the same fps. If I thought there was a real speed benefit to making SSSE3 builds, I would.
Both the SSE3 and the SSE4.2 builds contain the hand-coded SSE3 and SSE4.2 optimizations in videocommon. The path is selected at run-time, so there is no danger in including those SSE4.2 instructions in the SSE3 build. Those optimizations do have a noticeable speed increase in my testing, as explained in the OP.
The difference between the SSE3 and the SSE4.2 builds is that the compiler can generate its own SSSE3 though SSE4.2 instructions in the SSE4.2 build, and not in the SSE3 build. These compiler generated SSE instructions are not nearly as effective at producing speedup as the hand-coded optimizations.
When I resume building, I will continue with making a SSE3 version and a SSE4.2 version. The SSE3 version is needed to catch Phenom IIs and intel CPUs older than Nehalems, while the SSE4.2 build handles Nehalem and Sandy Bridge. Even the SSE4.2 version is of dubious value, but there are enough chips out there which support it that I feel it should be made.
I will continue to make builds with Mylek's patch. These are very popular, and get as many or more downloads than my vanilla versions.
Well, when we'll get more builds? I'd like to try, the
patched version that you have posted gave me about 7+ FPS on Super Mario Sunshine in some areas (framelimit and audio throttle was off) in my crappy specs of the signature...
I've done a little more testing with various optimizations, and have produced what I believe to be an even slightly faster set of builds. It turns out a couple of the ICC switches do more harm than good. In addition, /QxSSE4.2 seems to lose me about a frame compared to /arch:SSE3, so I think I am going to stick with /arch:SSE3 in my builds at the moment. I've put two new builds in the OP. Both have my recent patch applied, and one has Mylek's Xenoblade Audio patch.
The new builds are the best of the lot I produced, giving me the fastest average FPS in xenoblade with the frame limiter and audio throttle turned off. Give them a shot.
Thanks, testing ASAP.

(09-19-2011, 08:08 PM)FilthyMonkey Wrote: [ -> ]I've done a little more testing with various optimizations, and have produced what I believe to be an even slightly faster set of builds. It turns out a couple of the ICC switches do more harm than good. In addition, /QxSSE4.2 seems to lose me about a frame compared to /arch:SSE3, so I think I am going to stick with /arch:SSE3 in my builds at the moment. I've put two new builds in the OP. Both have my recent patch applied, and one has Mylek's Xenoblade Audio patch.
The new builds are the best of the lot I produced, giving me the fastest average FPS in xenoblade with the frame limiter and audio throttle turned off. Give them a shot.
Thanks Filthy!
Btw, are you suffering from freezes at Xenoblade with this rev?
With previous revs i did
I've played through about 80 hours of Xenoblade, and have not had any freezes. My only problem is very consistent crashing with Xaudio, but that happens on any build for me.
No crashing??!!!???
Please, could you post your config?
We are almost mad at Xenoblade thread, in my case i'm suffering crashes randomly, sometimes every 5 minutes, sometimes every 30 xD
And, one more question... are you playing always with your revs and... which is your vbeam emulation config?
Thanks in advance
