Quote: I think you need to get your terminology straight
...
I pretty much feel like an idiot/noob, because NOW I realize why my multi-threading coding never seems to work like I want it to...
I sincerely apologize for my ignorance.
EDIT:
Alright, out of sheer curiosity I've been doing some tests, using Harvest Moon - Animal parade, walking circles outside of the house. However, the results don't make any sense to me:
Frame limit is set to Auto
using PAL game and enabled "Use EurGB60 (PAL60)"
Backends = DirectX9/XAudio2, DSP = HLE
Using x86 Dolphin 3.0-370-dirty, Lectrode's ICC Optimized build.
Rendering through TriDef for 3D output (interlaced)
Specs in my sig.
Enable Dual-core = ON
Dolphin.exe's affinity = both cores
Result: Fluid graphics; ~82% speed
Enable Dual-core = OFF
Dolphin.exe's affinity = both cores
Result: Fluid graphics; ~60% speed
Enable Dual-core = ON
Dolphin.exe's affinity = one core
Result: stuttering graphics (Looks like frame-skipping, 8-10 FPS); 100% speed
Enable Dual-core = OFF
Dolphin.exe's affinity = one core
Result: Fluid graphics; ~60% speed
Locking threads in any combination doesn't change anything.
Now why am I getting 100% speed only when I limit Dolphin to a single core with dual-core enabled? Shouldn't I get similar results with affinity set to both cores?