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Full Version: Major speed-up in some games (Watchdog config patch V3)
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ananiasjr

This looks like PCSX2's Speed Hacks.

In my opinion, they act just like a big frame skip value, forcing the game to actually run at normal speed sometimes where it doesn't before.
the psxe2 speedhack do that, but the watchdog "hack" does not.

in fact, the only reason its in the code is to slow down Tongue

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edit : ok back to basics.

i looked into the newest rev and got a problem, maybe someone of you knows what to do.

the problem is : i dont find ANYTHING in the game that tells the truth about the gamespeed.


e.g. mario sunshine : game runs faster with watchdog 60 instead of watchdog 1, ok.

now when i look at all the numbers, nothing does fit :

- fps are higher with watchdog 1 (300 instead of 40, doh)
- real ticks are higher
- mhz are higher
- si interface gets called more often

so dolphin tells me everywhere that the game runs faster, which is not the case.


did you found any metric that can be related to gamespeed ?

it doesnt have to be acurate or linear...


oh glorious days of real fps counter, i miss you so much Sad
My question again, so far I've only noticed non-AX games that won't speed up.
Maybe it's some DSP thing which is holding back the game.

I only need to know whether there is an AX game having the same issues or not.
About metric, that SICallback in SystemTimers is supposed to be called between every frame.

The thing is that i don't know if that func gets called every 1/60 or 1/current-fps.
I think that SMG and others actually receive more cpu cycles, but something will stop those games to do another frame update before the Gpu cycle is finished.

I don't know if it is the game itself that waits for this to happen (wouldn't suprise me that nintendo came up with their own undocumented code again) or if it is something with one of the plugins (if only non-AX games fail to get speedup, then it is something with DSP).
By AX game, I assume you mean MP1 or MP2 or the like... when I messed with watchdog on MP1, it just made the fps counter read high, but the game act slow.

Dunno if this helps.

marcelohx

could you tell me how to install the patch?Big Grin new to this emulator
(07-25-2009, 03:32 AM)marcelohx Wrote: [ -> ]could you tell me how to install the patch?Big Grin new to this emulator

http://forums.dolphin-emu.org/thread-2332.html - patch included
you really understood what i wrote ?


Quote:About metric, that SICallback in SystemTimers is supposed to be called between every frame.

The thing is that i don't know if that func gets called every 1/60 or 1/current-fps.

it gets called after x cycles.

as with low watchdog you get more cycles (of course, when less waiting for gpu is done) so you get more calls.

its the game itself that waits for the gpu, thats why still cycles come up even if the game does not go on. (some kind of busy waiting)



only thing i can imagine at the moment is to check for cyclic parts of code that come up every frame in the power pc code (for example the routine that waits for the frame to finish drawing) and count how often these are executed -> real fps.

but that is far beyond my knowledge.


so im out from this until any metric is available that says for sure if the game runs faster or slower then before.
(07-25-2009, 03:35 AM)master9716 Wrote: [ -> ]
(07-25-2009, 12:47 AM)Iulius Wrote: [ -> ]inow when i look at all the numbers, nothing does fit :
- fps are higher with watchdog 1 (300 instead of 40, doh)
- real ticks are higher
- mhz are higher
- si interface gets called more often
oh glorious days of real fps counter, i miss you so much Sad

these are all old questions that have already been answered and they are working on a solution atm. you just have to go back and ready every single post on this topic.

fail post. You realize that he's a dev right? He's not asking questions, he's saying it doesn't make sense.
in Zelda:GC
what to set the watchdog to improve the fps?
(07-25-2009, 06:09 AM)boogerlad Wrote: [ -> ]fail post. You realize that he's a dev right? He's not asking questions, he's saying it doesn't make sense.

Ya I accidently replyed to the wrong post ,I was trying to reply to someone else on a different topic I know iullius and I know hes pro.
(07-25-2009, 06:01 AM)Iulius Wrote: [ -> ]you really understood what i wrote ?
Quote:About metric, that SICallback in SystemTimers is supposed to be called between every frame.
The thing is that i don't know if that func gets called every 1/60 or 1/current-fps.
it gets called after x cycles.
as with low watchdog you get more cycles (of course, when less waiting for gpu is done) so you get more calls.
its the game itself that waits for the gpu, thats why still cycles come up even if the game does not go on. (some kind of busy waiting)
only thing i can imagine at the moment is to check for cyclic parts of code that come up every frame in the power pc code (for example the routine that waits for the frame to finish drawing) and count how often these are executed -> real fps.
but that is far beyond my knowledge.
so im out from this until any metric is available that says for sure if the game runs faster or slower then before.



Iulius What documentation straight from Nintendo for the Gc/Wii would you need to answer your questions? Just for the sake of conversation?
Big Grin or to help the developement on the emulator
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