(03-17-2013, 09:06 PM)rpglord Wrote: [ -> ]EDIT : With LLE on thread, can you hit 61 fps on stock settings ?
No I can't. I'll post some screen shots and more info in the thread you linked to.
rpglord Wrote:Just pointed it out that it was gpu thread that was bottlenecking,
rpglord Wrote:Well, I am just pointing out that it was gpu thread bottlenecking, thats all
How do you know this? You still haven't told me how you came to this conclusion other than repeating that vps is high implying that this is somehow linked to a gpu bottlenck.
(03-18-2013, 06:56 AM)NaturalViolence Wrote: [ -> ]rpglord Wrote:Just pointed it out that it was gpu thread that was bottlenecking,
rpglord Wrote:Well, I am just pointing out that it was gpu thread bottlenecking, thats all
How do you know this? You still haven't told me how you came to this conclusion other than repeating that vps is high implying that this is somehow linked to a gpu bottlenck.
I didnt say its a gpu bottleneck in a sense that graphic card is slowing things downs, but gpu thread. There is a difference, which
Xalphenos just proved, because he is getting better speed when overclocking his cpu, even though gpu thread is bottlenecking.
And if you are asking how I know that gpu thread is bottlenecking, well it is clearly visible from my screenshoot.
VPS at 60 or higher is proving that cpu thread is NOT bottlenecking, since VPS is showing the speed of cpu thread,so it must be gpu thread. What alse could it be ? Wiimote thread ? :p
(03-18-2013, 06:48 AM)Xalphenos Wrote: [ -> ] (03-17-2013, 09:06 PM)rpglord Wrote: [ -> ]EDIT : With LLE on thread, can you hit 61 fps on stock settings ?
No I can't. I'll post some screen shots and more info in the thread you linked to.
Ok thanks

rpglord Wrote:I didnt say its a gpu bottleneck in a sense that graphic card is slowing things downs, but gpu thread. There is a difference, which
Xalphenos just proved, because he is getting better speed when overclocking his cpu, even though gpu thread is bottlenecking.
Yes I meant to say gpu thread. Sorry.
rpglord Wrote:And if you are asking how I know that gpu thread is bottlenecking, well it is clearly visible from my screenshoot.
VPS at 60 or higher is proving that cpu thread is NOT bottlenecking, so it must be gpu thread. What alse could it be ? Wiimote thread ?
The cpu thread. Both threads effect vps. This is why I don't know who you keep saying that the vps is above 60 as if that is significant.
(03-18-2013, 07:48 AM)NaturalViolence Wrote: [ -> ]The cpu thread. Both threads effect vps. This is why I don't know who you keep saying that the vps is above 60 as if that is significant.
Both threads effect VPS only if "vbeam trick" is not used, but I used it when making screenshoots, so both threads will not run at the same speed
So, no, cpu thread cannot slow things down if its running at maximum speed it should, it doesnt makes sense
rpglord Wrote:Both threads effect VPS only if "vbeam trick" is not used
And how did you conclude this?
VPS does not measure cpu thread speed. It measures VID output.
(03-18-2013, 07:59 AM)NaturalViolence Wrote: [ -> ]rpglord Wrote:Both threads effect VPS only if "vbeam trick" is not used
And how did you conclude this?
VPS does not measure cpu thread speed. It measures VID output.
I think you are mistaken, and VPS is measuring jit emulation speed.
Devs have confirmed this
If everything is perfectly synced. Then yes. You should ask skid if you're so sure.
(03-18-2013, 08:07 AM)NaturalViolence Wrote: [ -> ]If everything is perfectly synced. Then yes. You should ask skid if you're so sure.
I am not sure what are you trying to say, or are you just trolling me :p
http://forums.dolphin-emu.org/Thread-a-question-for-devs-why-not-make-jit-run-faster-then-gpu-thread-allow-vps-fps
Here is what neobrain said
"
VPS is the amount of frame render requests sent by the CPU per (host) second. FPS is the amount of frames actually processed by the GPU per (host) second.
VPS = FPS means that the GPU can easily keep up with the amount of frame render requests sent by the CPU, i.e. you're CPU bound in this case
VPS > FPS means that the GPU can't process the amount of frame render request sent by the CPU, i.e.
you're GPU-thread bound (a faster GPU will help here but is not a panacea because the GPU thread is also a fair bit CPU dependent)
VPS < FPS would mean the GPU processes more frames than request. Where should these frames come from, though? You can't just magically create data from nowhere"
VPS>FPS is what is happening here, and he clearly explained what that means - GPU-thread bound situation
Assuming you're not using the vbeam hack that would be correct. The problem is the vbeam hack completely fucks with dolphins normal logic and nobody really understands how it works. It could just be screwing with the readings for all we know. So I remain unconvinced until you can verify this with another method. Which nobody has yet.
Try an older build where lock threads to cores still exists (before Billiard decided that useful options are cancer). Turn on lock threads to cores. Repeat the test and screencap task manager.