(07-31-2009, 01:17 AM)BlinkHawk Wrote: [ -> ] (07-30-2009, 12:13 PM)CacoFFF Wrote: [ -> ]That sucks, also, emulated gpu receives load from video card AND an extra core, so it only takes one of the two to slow down the whole emulated gpu.
Optimising the vertex loaders will help making the emulated gpu faster, but as long as there are slow video cards around, the watchdog won't die.
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Makes me think, those Phenom users + AMD overclocking tool on 7xx chipset motherboards.
If they oveclock only Core 1 (lock threads off, without touching Core 2,3,4 freq), they could speed up emulated gpu (provided they have a good video card) without increasing heat that much.
After all, the OS will leave the most demanding thread to the highest clocked core (useful for switching cores when passing from a very-low poly area to a high poly area).
Just one of the many ideas that come to my mind.
CacoFFF do you know if the OGL plugin uses BSP trees to sepparate static objects from dynamic objects for later do an space partioning and reduce the the polies being processed, thus making rendering faster.
I've been asking this question, but no one has answered it and I'm too lazy to look at the ogl source code. It was the solution Quake makers used to render 10,000 polies (at that time) without having slowdowns.
Well, first thing, the BSP vis process is an heavy -pre-computation- thing, the visible areas are determined at compile time and NOT at runtime, so for an emulator it's not possible.
Second thing, the idea is to emulate the Gamecube/Wii, so we run the same code that was written for the original platform on a PC, if the developers didn't fell the need to use BSP trees or occlusion for the original platform then it's going to be the same on Dolphin.
For example, zelda Wind Waker on Dolphin already uses some kind of occlusion. remember we're not running Quake or writing a game but emulating a platform
And finally i don't think using some occlusion code in Dolphin to avoid rendering the vertices that are not actually visible would be a good idea, it may help if you have a pos graphic card, but i don't know if you can avoid processing the vertices...

Thanks for adding the dual Fps counter sl1nk3, it was about time someone reverted that mess the right way.
Gonna poke Iulius to try any Zelda or Mario games with WD on 15 to see what both counters say (I don't have those games dumped).
Framelimiter broke patch, uploaded an updated version.
It is about time to make an Auto Watchdog, isn't it?
yes it is.
there is just a "slight" problem :
for all "usual" games, you can say that more frames = better speed, so you can adjust the watchdog perfectly in auto-mode.
for those frameskip games it does not work : its the opposite.
so 3 possibilities :
- the user has to know if the game has build in frameskip or not and then choose : simple button to turn auto mode on or off, while off means watchdog = 5-10.
- set it in the game inis
- find a method to detect if a game uses auto-frameskip.
for now, i would prefer option 1, as its in testing stage only.
anyway, i try to finish it today so we can test the auto mode.
Mind show me how to use the watchdog patch ? i dled the patch and how to use it ? where to put the watchdog_v3_3934+patch file ? i'm on windows 7 64 bit , this patch work w/ it ?
(08-05-2009, 05:39 PM)x3x Wrote: [ -> ]Mind show me how to use the watchdog patch ? i dled the patch and how to use it ? where to put the watchdog_v3_3934+patch file ? i'm on windows 7 64 bit , this patch work w/ it ?
You have to compile your own SVN (downloading the source using Tortuoise; see the google-code site for a description how to do it) and then you have to an option to apply the patch (rightclick on the folder created for dolphins source, choose third option of totruoise, idk how to write exactly, and choose apply patch). If you did that, you just have to recompile Dolphin.
(08-05-2009, 05:39 PM)x3x Wrote: [ -> ]Mind show me how to use the watchdog patch ? i dled the patch and how to use it ? where to put the watchdog_v3_3934+patch file ? i'm on windows 7 64 bit , this patch work w/ it ?
It works with any o/s that dolphin will compile with. The patch is on the source, not the binaries, download the source, patch the source, compile the source for your o/s.
if you can't do that, just download it from the forums. There is at least one that has the patch applied to it.
give a man a fish ...
teach him to fish etc etc..
you know what i mean :
CacoFFFs great turorial
@ progress : sorry, didnt had time last 2 days. there will be news tomorrow, i promise.