(07-06-2009, 07:51 AM)Diddy Kong Wrote: [ -> ]I thought the reason for the sudden droppage in frame's was because of compatibility issues.
The devs are not currently focusing on speed.
PROTIP (lol doin it rong): shuffle2 is a dev. I'm sure he posted this for a reason.
The features that were implemented should of only had a minimal impact on performance if any, the EFB is only reading one pixel so it's only a minimal performance hit if any.
This is due to a feature being implemented inefficiently, causing slowdowns. I believe the slowdowns are because of the GL swapping and remember reading a comment on the repository that basically said the same.
AA seems to cause more of an issue since the last 100 revisions with slowdowns. Resident Evil 4 used to run fine with AA, now it is a chop/stutter fest with AA enabled. Disabling AA seems to fix the problem with this games, other games exhibit stuttering and issues even with AA disabled.
@Xtreme2damax: So how come you know so much if you don't know how to code?

After a year life with Dolphin, you already know almost everything about it

I'm very observant, nothing more than that..
Coding seems very complex, I'm not exactly a patient person either. Not only would I have to learn C++ but I would need to learn about the GC/Wii hardware as well.
When looking at the code for Dolphin I get overwhelmed at the complexity of it, I wouldn't even know where to start. Also some source files are comprised of several lines of code, it's like writing a book except without the story to hold your interest.
Last night I tried digging into the DSP and Ucode source, I had trouble understanding any of it and hadn't the slightest clue where to start to make the sounds/volume more audible, even if I knew how to code and knew all about the internals of the Gamecube/Wii hardware I probably would still have trouble.
Even though I run my own website and emulation community I am ashamed to admit that I have no knowledge of web programming, design, coding and only know some basic html.

Lines of code hold a story.
If you want to mess with the hardware instruction stuff, you're going to have to know the GC/WII hardware. If you just want to change things like the GUI or make shaders or something you just need to know how to code (and GUI Programming, Shader Programming ...).
Coding is much more than just writing text, it's a whole field of Computer Science.
[bragging]I know alot of programming languages[/bragging] but I still lack knowledge in some areas of comp sci.
Also, lol offtopic.
(07-06-2009, 08:06 AM)gcp111 Wrote: [ -> ] (07-06-2009, 07:51 AM)Diddy Kong Wrote: [ -> ]I thought the reason for the sudden droppage in frame's was because of compatibility issues.
The devs are not currently focusing on speed.
PROTIP (lol doin it rong): shuffle2 is a dev. I'm sure he posted this for a reason.
Maybe he's high on something.

Intel chipset family on Windows Vista. Slow and I have some graphic errors. I don't care about the graphics, just speed care. I'll buy a Dual Core... someday...
FPS counter still the same, frames are rendered one out of two, games don't lose speed but hurt my eyes =-).
Only happens in few games (SSBM, SSBB tested only), among those which don't suffer from this effect: SA2B.
Read sig for rig info, Catalyst 8.12
Leads me to believe that the culprit here is the XBF/EBF thing changed by nolan.check.
What the hell, i'm gonna start from rev 3548 and one by one among OGL/Core modified revs to check what's wrong
Rev 3584: fine.
Rev 3587: fine.
Rev 3588: fine.