(06-25-2009, 11:58 AM)gcp111 Wrote: [ -> ] (06-25-2009, 11:39 AM)CacoFFF Wrote: [ -> ]I'm saying that whatever tells the game to move on 1/xx (xx being your current fps) to make the game run in realtime is not working, it actually tells it to update the frame on 1/60 or 1/50 second.
Oh. I have no clue about the Wii/GC or even PPC, but are you saying games update themselves based on a hardware timer, and that timer isn't being emulated properly? I dunno 
also kill the bug, it's weird
Only very few of these games, the ones that seem to have that mentioned 'frameskip'.
(06-25-2009, 11:08 AM)CacoFFF Wrote: [ -> ]Just pointing out.
I decided to try rev 3273 back to see about this.
The fps in games is the same in both that and any 34xx and greater rev.
Some games that use extensive use of graphics have that 'frameskipping', even if it actually is what PC games have (instead of updating the game with a 'tick' value of 1/60 seconds, it uses another value to keep up with the computer hardware, in Unreal Engine games it is a function called Tick( float Delta); called on all entities by a 'World' entity with a function called MainLoop)
Anyways, for those wii games that use this way of updating each frame: is it possible that revs 34xx fail to detect that the hardware is insufficient to keep up to with a perfect framerate and the games go on with the 1/60, 1/50, ect. formula? It might be the cause of which these games seem to be slower.
Whoever wants to try this out, just download a previous rev 33xx, 32xx and run brawl on any stage with 4 players, then do exactly the same (same config, stage, characters) on a 34xx or 35xx rev and you'll notice that FPS = Same, Game speed = Slower
I'm expecting to see if anyone can confirm this as well.
ive noticed the same thing playing Tales of Symphonia 2, same FPS but MUCH slower on later revs. i noticed too the frameskipping indicator is much more less in the newers revs than the 32x 33x
(06-25-2009, 12:10 PM)rayhansen Wrote: [ -> ]ive noticed the same thing playing Tales of Symphonia 2, same FPS but MUCH slower on later revs. i noticed too the frameskipping indicator is much more less in the newers revs than the 32x 33x
time for someone to go whine to the devs to do a regression test! how about you?
Ok, let me check the whole source between 3380 and 3430 first...
Maybe the new framelimiter has anything to do, damn i wish i had the compiling tools.
I'd like to check 3396 and 3397, can anyone compile x64 revs here?
Meanwhile i'll go see if there is anything already uploaded
I'm getting now 3403 and 3390, i'll post any test results soon.
3403: slow
(06-25-2009, 12:15 PM)CacoFFF Wrote: [ -> ]damn i wish i had the compiling tools.
Why can't you compile them? All you need is Visual C++ 2008 (even Express Edition works) and the latest DirectX SDK. It's quite easy to setup.
3390: 27 fps, incredibly fast game.
Alright, from 3390 to 3396 i don't see anything related to speed framelimit, just to make sure, i'll check 3398.
(06-25-2009, 12:32 PM)CacoFFF Wrote: [ -> ]3390: 27 fps, incredibly fast game.
Alright, from 3390 to 3396 i don't see anything related to speed framelimit, just to make sure, i'll check 3398.
Okay then. When you find the exact revision that introduces the problem, post here.
3398: 29 fps, slow.
Ok this is definitely the new framelimiter, even when it's off, it screws up some games.
EDIT: Or maybe, the ucode stuff?
Need to test 3396
Can somebody compile a x64 3396 for me? i don't have any of the programs needed for this and i don't know how to do it.
(06-25-2009, 12:46 PM)CacoFFF Wrote: [ -> ]3398: 29 fps, slow.
Ok this is definitely the new framelimiter, even when it's off, it screws up some games.
Interesting. Well the frame limiter doesn't look well-built anyway. What do you propose to fix it?

I've actually noticed an increase of speed in some scenes that had problems before and Dolphin feels no slower than before to me. The frame limiter seems out of sync though, it should be syncing at the FPS the games normally runs at providing your PC is powerful enough. In games that run at 30 FPS I usually see the FPS going 5 - 6 FPS over the limit despite all audio options and Vsync being checked.
Resident Evil 4 (GC) runs quite a bit faster on a lot of scenes that previously ran slow, Resident Evil Remake no longer has that slowdown in the main lobby/hall of the mansion with the candles. the slowdown on Windwakers Deku Tree scene is now fixed. However there are still a lot of scenes or games running slow, but speedup is to be expected with improvements in graphics and core emulation.