02-20-2013, 04:55 AM
02-20-2013, 09:00 AM
Here are some DX11 SMG 1080p benchmarks with the main hub zoomed out:
3.5-413 ICC
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Official 3.5-413
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3.5-413 ICC
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Official 3.5-413
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02-20-2013, 09:14 AM
(02-20-2013, 04:55 AM)ExtremeDude2 Wrote: [ -> ]I'm going to assume you typo'd the build numbers :ptypo how? latest master comes up as Dolphin 3.5-413-dirty-ICC for me. (414 now)
(02-20-2013, 09:00 AM)etking Wrote: [ -> ]Here are some DX11 SMG 1080p benchmarks with the main hub zoomed out:thanks for posting your test. my own tests showed about a 5% difference too, but it might be a bigger difference on older hardware. if you're interested in testing more builds maybe we can squeeze another fps or two out of it and put a few theories to rest.
3.5-413 ICC
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Official 3.5-413
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etking Wrote:A short test showed that your 3.5-413 ICC build runs faster than the 3.5-413 unoptimized official build on my mobile Corei7 SB. Tested in Zelda SS.
On the Sandship, both builds start with 28FPS. If you go outside, the standard build drops to 23 FPS sometimes, while the ICC build only drops to 26 FPS which is great. Zelda SS never ran faster but unfortunately the silent realm crashes in DX9 and 11 are unfixed and OpenGL runs much slower.
EDIT: typo corrected
yeah it sucks that bug is still unfixed (Issue 5682). Did you mean OpenGL runs slower in my build than the master unoptimized builds? Or just slower in general? I know it runs slower in general, I had to use it too, but if it's slower than master then I may know how to fix it.
again thanks for the feedback. 400 downloads and barely anyone posts.
02-20-2013, 10:07 AM
02-21-2013, 12:47 AM
I wanted to say that OpenGL is slower in general, too slow to play Zelda SS in 3x internal resolution which runs at 28FPS in DX9 and much slower in OGL. If you create custom builds anyway, the Zelda bug might be able to get fixed by reverting commit 3.0-773 or 3.0-774 but in recent revisions Zelda has massive HLE audio garbage bugs (issue 5938), too.
02-21-2013, 12:59 AM
(02-21-2013, 12:47 AM)etking Wrote: [ -> ]I wanted to say that OpenGL is slower in general, too slow to play Zelda SS in 3x internal resolution which runs at 28FPS in DX9 and much slower in OGL. If you create custom builds anyway, the Zelda bug might be able to get fixed by reverting commit 3.0-773 or 3.0-774 but in recent revisions Zelda has massive HLE audio garbage bugs (issue 5938), too.do you know exactly which revision on google code is the commit between 773 and 774? the numbers go differently on there
Edit: Okay I found it it's Revision: bb8b5936c040
I will try to revert the reverted revert for zelda, heh.
Edit2: upon further inspection, it looks like just commenting out this will "fix" the zelda issue. http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp#755
incoming builds soon (including custom zelda build)
02-21-2013, 01:38 AM
Okay 3.5-416 builds are up. two masters and two with zelda patch (OpenMP and non-OpenMP). I'd appreciate if anyone could test the difference between the OpenMP and non-OpenMP builds. This should not effect the OpenMP texture decoder in any way, OpenMP enabled with Intel Compiler just tells it to generate parallel OpenMP code whereever it feels it might be beneficial (though it could make it slower).
02-22-2013, 05:10 AM
Nice, I will test this over the weekend.
nijohc
02-23-2013, 11:00 AM
actually nvm
02-24-2013, 01:13 AM
There seems to be no significant performance difference between the two 416 builds in Zelda SS and SMG. Dolphin 3.5-416 x64 ICC (Intel C++ Compiler XE 13.1) SSSE3,SSE4.1,SSE4.2,AVX and Dolphin 3.5-416 x64 ICC (Intel C++ Compiler XE 13.1) SSSE3,SSE4.1,SSE4.2,AVX + OpenMP both seem to run with the same FPS.