08-29-2012, 05:41 PM
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08-29-2012, 07:35 PM
(08-29-2012, 07:31 AM)NaturalViolence Wrote: [ -> ]That's not good advice. Turning off the framelimiter won't have a significant impact on performance. Even if it did what are you going to do about the places where the game runs at 400%+ speed because you left the framelimiter turned off?I want to explain it: speed is nearly always at 100% - 130%. The thing is, I have no problem if the game runs a bit faster, the opposite is the case, my opinion is that metroid has a bit slow standard game speed so thats ok. (There are Ego-Shooters which are much faster, e.g. Quake and even CSS
). [SMG would surely suck with 130%
]I watched the speed and during fights, morph ball charge etc (demanding spots) speed nearly never falls under 100%.
So Im playing at 130% speed normally and at 100% at demanding spots. Thats the secret I guess

but that doesnt mean that I recommand my cpu for MP series. An i7 is of course better, Im not able to use AA and EFB to RAM, so X-Ray Visor is broken and I have to set EFB to RAM for the spots where I need X-Ray (Its lagging a bit with EFB to RAM, so i use EFB to Textures as default).
cheers
08-30-2012, 08:36 AM
The antialiased sound thing was because he'd get more sounds in the same period of time, just as SSAA puts more pixels in each pixel, so they average out for a better image. It was supposed to be a bad joke.
08-30-2012, 08:48 AM
Quote:An i7 is of course better
Not really. You can't really get any faster than a 2500K at the moment.
Quote:The antialiased sound thing was because he'd get more sounds in the same period of time, just as SSAA puts more pixels in each pixel, so they average out for a better image. It was supposed to be a bad joke.
I should probably do my duty now and inform you all that aliasing in sound/audio does exist, we just don't call it that. Just like raster images digital audio tracks are made of a finite series of discrete packets of information (pixels for graphics, samples for audio) that are designed to represent something with infinite detail (geometry for graphics, sine waves for audio). Either way the result of expressing that information with a limited number of samples are irregularities in signal due to a lack/loss of information, which we call signal aliasing. A lot of audio hardware/software has algorithms that are essentially AA for sound, but like I said we have a totally different set of terminology for audio so I wouldn't even know what it's supposed to be called in that context. Of course the easiest way to eliminate aliasing in a signal is to increase the sampling rate (which would be called resolution in the case of raster images).
08-30-2012, 08:49 AM
I... I suggested something which exists?
08-30-2012, 08:58 AM
Yes. Although your sentence still doesn't make any sense.
08-30-2012, 08:59 AM
Yay!
(Although this was never supposed to make much sense).
(Although this was never supposed to make much sense).
08-30-2012, 05:50 PM
(08-30-2012, 08:48 AM)NaturalViolence Wrote: [ -> ]huh? i7 quad is better, i5 3xxx too..?Quote:An i7 is of course better
Not really. You can't really get any faster than a 2500K at the moment.
08-30-2012, 06:33 PM
Yeah. An i7 has more L3 cache (8MB) than an i5.
08-30-2012, 10:55 PM
(08-30-2012, 05:50 PM)ESChinski Wrote: [ -> ](08-30-2012, 08:48 AM)NaturalViolence Wrote: [ -> ]huh? i7 quad is better, i5 3xxx too..?Quote:An i7 is of course better
Not really. You can't really get any faster than a 2500K at the moment.
(08-30-2012, 06:33 PM)DefenderX Wrote: [ -> ]Yeah. An i7 has more L3 cache (8MB) than an i5.
It won't make any difference. For example you're going to get roughly the same performance out of an i7 2600K as you will out of a i5 2500K.