Dolphin, the GameCube and Wii emulator - Forums

Full Version: DPS LLE will improve?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7
(05-09-2012, 01:38 AM)NaturalViolence Wrote: [ -> ]It is. Both WW and timesplitters 2 are extremely lightweight games.

Timesplitters Future Perfect runs about 50% Slower then Timesplitters 2, even tried clocking to 4ghz still wont run go full speed.

(T3: Needs mmu to run, and it runs very slow because of it (r6436)

The PPC/DSP Emulator should be written in Pure x64 Assembly to get the most performance, but that requires a genius.
Quote:I still dont get why exactly LLE have to skip sound.

It's not skipping around. It's stuttering because it's not able to emulate the audio at fullspeed.

Quote:Is it that HLE is capable of working full speed even if other things are slowing emulation down ?

No. HLE can support timestretching, LLE can't. It's that simple. If the game slows down with HLE timestretching will kick in and slow the audio down to keep it from stuttering. LLE emulates the DSP at the hardware level so it cannot do this.

Quote:Or if hle is also not capable of this,then how it can have normal sound when game is not running fullspeed and why lle cant do this ?

Did you read the thread? This was addressed several times.
(05-09-2012, 03:19 AM)rpglord Wrote: [ -> ]I still dont get why exactly LLE have to skip sound.
Is it that HLE is capable of working full speed even if other things are slowing emulation down ?

HLE runs async to the CPU, while LLE runs in sync. HLE works similar to the PCSX2 SPU2 "async" option.


(05-09-2012, 08:48 AM)Gir Wrote: [ -> ]The PPC/DSP Emulator should be written in Pure x64 Assembly to get the most performance, but that requires a genius.

The PPC JIT/JITIL Recompiler and DSP LLE Recompiler are written in pure x64 Assembly.

(05-09-2012, 08:53 AM)NaturalViolence Wrote: [ -> ]HLE can support timestretching, LLE can't. It's that simple. If the game slows down with HLE timestretching will kick in and slow the audio down to keep it from stuttering.

There is no time-stretching code in Dolphin at the moment. Still trying to persuade gigaherz to add it for us.
(05-04-2012, 12:55 AM)KHRZ Wrote: [ -> ]Yeah, generally you shouldn't really expect Dolphin to get faster, although some optimizations are made once in a while, stuff is also slowed from more accuracy. So the chance of you dishing out the cash for stronger hardware in the future is much more reliable.
but..with Dolphin's HLE Tales of Symphonia on my PC runs (without frame limit) over 120 fps.
1 years ago with LLE i could reach 37 fps and actually 49 fps..so somehow it has improved in the last year.

btw i'm not criticizing the developpers on Dolphin which everyday make a great work, but i'm only asking for infos.

(05-09-2012, 07:21 PM)asboxxx Wrote: [ -> ]
(05-04-2012, 12:55 AM)KHRZ Wrote: [ -> ]Yeah, generally you shouldn't really expect Dolphin to get faster, although some optimizations are made once in a while, stuff is also slowed from more accuracy. So the chance of you dishing out the cash for stronger hardware in the future is much more reliable.
but..with Dolphin's HLE Tales of Symphonia on my PC runs (without frame limit) over 120 fps.
1 years ago with LLE i could reach 37 fps and actually 49 fps..so somehow it has improved in the last year.

ToS is one of the very audio heavy games on the GC (because it's using sequenced music, like MIDI, with one separate sound per instrument). You may get 120FPS with HLE but instruments are missing in the music because HLE is not precise enough to handle what ToS does (for example, it executes every 10-20ms on my system where it should be executing every <5ms to be able to handle all the data).

There is probably still some ways to speed up LLE by improving the generated code (doing constant propagation, maybe a better register allocation, trying to guess branches better at compilation time, etc.) but I don't think anyone really has the time to do it right now. Get calc84 back! Big Grin
In my opinion, development should clearly focus on improving HLE instead of LLE as more users will benefit here as HLE provides much more speed on real world PCs. Developers should focus on accuracy and efficiency equally. The most accurate emulation is useless if nobody has the CPU and GPU power to enjoy it.
(05-09-2012, 08:46 PM)etking Wrote: [ -> ]The most accurate emulation is useless if nobody has the CPU and GPU power to enjoy it.
Not really, but most people don't get that, so whatever...
(05-09-2012, 08:46 PM)etking Wrote: [ -> ]The most accurate emulation is useless if nobody has the CPU and GPU power to enjoy it.

I use to play at 50% speed with .5x IR Big Grin
(05-09-2012, 08:46 PM)etking Wrote: [ -> ]In my opinion, development should clearly focus on improving HLE instead of LLE as more users will benefit here as HLE provides much more speed on real world PCs. Developers should focus on accuracy and efficiency equally. The most accurate emulation is useless if nobody has the CPU and GPU power to enjoy it.

The current HLE implementation is a pile of buggy hacks and will probably have to be rewritten from scratch to work on more games.

BTW, HLE is already running on a separate thread if I'm not mistaken: it's running on the audio thread, feeding the audio API data every N ms (with N being completely dependent on the sound card, audio API and settings). That itself make it flawed for games that need a good timing precision (like ToS).
(05-09-2012, 09:54 PM)delroth Wrote: [ -> ]
(05-09-2012, 08:46 PM)etking Wrote: [ -> ]In my opinion, development should clearly focus on improving HLE instead of LLE as more users will benefit here as HLE provides much more speed on real world PCs. Developers should focus on accuracy and efficiency equally. The most accurate emulation is useless if nobody has the CPU and GPU power to enjoy it.

The current HLE implementation is a pile of buggy hacks and will probably have to be rewritten from scratch to work on more games.

BTW, HLE is already running on a separate thread if I'm not mistaken: it's running on the audio thread, feeding the audio API data every N ms (with N being completely dependent on the sound card, audio API and settings). That itself make it flawed for games that need a good timing precision (like ToS).

AFAIK that's an issue with LLE as well though, isn't it? IIRC that's the reason we have the null audio backend since that one is the only backend implementing proper timing.
Pages: 1 2 3 4 5 6 7