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Hybrid Xfire never gave good results.
Is it possible to change what device the OpenCL decoder uses? OCL on APU/iGFX while GFX on GPU should give a small speedup.
Anandtech showed 20% speedups in many scenarios. So it clearly works and offers some benefit to those apps that can make use of it.
Sorry, I misunderstood what he was meaning about Opencl Texture Decoder going faster. I thought he just meant that it was faster than the default one, not faster than it was on a single GPU system.
Hi there. I have a feature request. One that actually makes some goddamn sense (the parent post needs to include some frequently requested features that won't happen in order to cut down on the bickering).

I know you guys have a long list of priorities ahead of this, but fixing issue 2338 would be fantastic. I remember seeing refraction effects for the first time on a gamecube; oh, how impressed I was at the time. Having to use an AR code in order to play through The Wind Waker is not my ideal solution. As far as I know this happens with all API backends, with or without proper EFB copies/resolutions. I haven't tested it lately, so excuse my ignorance if you guys have since fixed this issue.

No pressure!
(06-06-2013, 05:51 PM)Streeter Wrote: [ -> ]Hi there. I have a feature request. One that actually makes some goddamn sense (the parent post needs to include some frequently requested features that won't happen in order to cut down on the bickering).

I know you guys have a long list of priorities ahead of this, but fixing issue 2338 would be fantastic. I remember seeing refraction effects for the first time on a gamecube; oh, how impressed I was at the time. Having to use an AR code in order to play through The Wind Waker is not my ideal solution. As far as I know this happens with all API backends, with or without proper EFB copies/resolutions. I haven't tested it lately, so excuse my ignorance if you guys have since fixed this issue.

No pressure!
This thread is only for (new) feature requests. Anything that is already implemented, but doesn't work properly does not belong here.
Ah! Okay, thanks. It made sense, but it wasn't the right place. =P

I guess I'll just wait for someone to fix the issue. I'm hoping in a few years I'll be able to just fork it and make my own patch, but, I digress.
Maybe try nagging the developers on their IRC channel will help. Don't tell them it was me who sent you, though.
Pre-Recompiler so that you can run the game at near native speed on close to GCN equivalent specs.
It's not always the recompilation that's the really slow part. The reason it's slow is that the code comes out longer than it started, so takes time to execute. This can't really be avoided.

We couldn't have a static recompilation system and expect a big speedup from it, as it's the same code coming out whenever it's recompiled. The closest we could get would be to make tonnes of game specific speedhacks, although it could be done in a less hackish way than is done traditionally.

If someone could be bothered to rewrite slow parts of more demanding games for x86 from scratch, and then use this native code instead of recompiling the game's code, we could get speedups. However, we then have the issue that we're distributing unlicensed PC ports of games, which is kind of illegal, and about as much work as writing the game from scratch.
It's also impossible thanks to self-modifying code.