(07-24-2013, 02:10 PM)DatKid20 Wrote: [ -> ] (07-24-2013, 02:04 PM)arwing92x Wrote: [ -> ] (07-24-2013, 11:50 AM)NaturalViolence Wrote: [ -> ]Maybe if you ignore all the major game breaking issues that have been fixed.
Such as?
I've been playing all my games fine.
(07-24-2013, 12:24 PM)admin89 Wrote: [ -> ]Quote:My PC is a beast too (I7 at 4ghz, 2 GTX 480s, etc).
It's not that fast
i5 3570k with turbo boost is still faster than i7 930 @ 4.0GHz in Dolphin Benchmark
Up till Dolphin 3.5 version , i5 3570k @ 4.2GHz or 4.5GHz is recommended CPU to play most demanding games full speed
lolz, the 3570K isn't even remotely faster. Also Turbo Boost is a good way to make your PC unstable.
Look it up 
The HLE audio rewrite for one. 
The HLE Audio rewrite actually made things worse, No More Heroes by default doesn't run anywhere near 60 FPS on the Wii (it runs 20-30 fps on the Wii with huge frame dips, I have it) and because of that the game stutters using AX HLE.
Another example is Mario Strikers Charged after a goal the game automatically down frames to 30 FPS during the replay to make the shots look more slick and then speeds back up to 60 right after. AX HLE for some reasons makes the games stutter even though the down frame aspect is meant to happen in specific moments.
AX HLE has made things worse while lowering the performance, I know Delroth put a lot of work into it, but its seriously affected a lot of my games.
arwing92x Wrote:Such as?
I've been playing all my games fine.
I'm willing to bet that's because you only play the super popular games that were fixed in the early days.
Have a look at some of the mountains of major and minor issues fixed over the last year:
http://code.google.com/p/dolphin-emu/issues/list?can=1&q=status=Fixed&colspec=ID%20Type%20Status%20Priority%20Milestone%20Owner%20Summary
These issues aren't fake or "unnoticeable".
The HLE rewrite might be slower but it's also fixed a lot of issues and improved audio quality noticeably in a lot of games.
arwing92x Wrote:lolz, the 3570K isn't even remotely faster.
According to our forum Wind waker benchmark it is significantly faster. In the future you might want to check if the data supports your claim before you make a claim.
arwing92x Wrote:Also Turbo Boost is a good way to make your PC unstable.
Look it up
Turbo boost does not make your pc unstable. It is by definition the most stable way to OC since it automatically disables itself if the temperature or power consumption get too high. It's also tested and certified by Intel. Out of the millions of people now using cpus with turboboost how many reported cases are there of issues with it? Maybe a dozen? If your system is unstable with just turboboost something is seriously wrong with your system elsewhere.
arwing92 Wrote:The HLE Audio rewrite actually made things worse, No More Heroes by default doesn't run anywhere near 60 FPS on the Wii (it runs 20-30 fps on the Wii with huge frame dips, I have it) and because of that the game stutters using AX HLE.
I thought some people postulated that NMH drops the FPS to half the normal rate for certain things (e.g. killing animations). The drops might be programmed, but this was never verified to my knowledge.
If the drops aren't programmed and are the result of the Wii's limited hardware, Dolphin can force the FPS to be constant as long as your own hardware has enough power. That is to say, you can exceed the limitations of the original hardware with Dolphin. In the case of NMH, you could probably get Dolphin to run it constantly at 60 FPS with no dips given a certain hardware threshold (again, assuming the drops aren't programmed).
However, ultimately you have to consider that the DSP's audio quality isn't based on the FPS; it's based on what we call the emulated game speed. This is the little % you see. If you're around 100% (96~100% usually has no noticeable audio distortions for me), that means you're running everything (CPU, GPU, DSP) as fast as or about as fast as the real console. A dip in this will cause audio distortions (and in turn usually drops the FPS).
On real Wii hardware, dips in the FPS (such as in many battles in The Last Story), the DSP is still able to process audio at fullspeed, probably because the game's code temporarily lets the FPS fluctuate to reduce resource usage without slowing down either the CPU or DSP. My guess is that Dolphin emulates this just fine with the new-ax-hle merges. If you're emulating the game at 100%, drops in NMH shouldn't cause any static or other distortion (assuming these dips work like the ones in TLS). I don't have TLS dumped, nor do I own NMH, so I haven't confirmed any of it myself. My guess is that you hear the audio distortions in NMH because you go as low as 20 FPS, when at most you should go to down 30, since that's half of the NTSC framerate.
I don't know about Mario Strikers Charged, as I don't have that game. I have the GC version though, so perhaps I'll check it out.
(07-24-2013, 03:05 PM)NaturalViolence Wrote: [ -> ]arwing92x Wrote:Such as?
I've been playing all my games fine.
I'm willing to bet that's because you only play the super popular games that were fixed in the early days.
Have a look at some of the mountains of major and minor issues fixed over the last year: http://code.google.com/p/dolphin-emu/issues/list?can=1&q=status=Fixed&colspec=ID%20Type%20Status%20Priority%20Milestone%20Owner%20Summary
These issues aren't fake or "unnoticeable".
The HLE rewrite might be slower but it's also fixed a lot of issues and improved audio quality noticeably in a lot of games.
arwing92x Wrote:lolz, the 3570K isn't even remotely faster.
According to our forum Wind waker benchmark it is significantly faster. In the future you might want to check if the data supports your claim before you make a claim.
arwing92x Wrote:Also Turbo Boost is a good way to make your PC unstable.
Look it up
Turbo boost does not make your pc unstable. It is by definition the most stable way to OC since it automatically disables itself if the temperature or power consumption get too high. It's also tested and certified by Intel. Out of the millions of people now using cpus with turboboost how many reported cases are there of issues with it? Maybe a dozen? If your system is unstable with just turboboost something is seriously wrong with your system elsewhere.
I meant Turbo Boost is not good to have if you intend to overclock.
Also, in what ways is AX HLE actually superior to the regular HLE aside from heavy instrumental games like Tales of Symphonia.
Most games don't use highly detailed sound design so the whole its superior thing isn't 100% accurate since AX HLE like LLE makes the sound stutter if theres a dip in frames.
(07-24-2013, 03:23 PM)Shonumi Wrote: [ -> ]' Wrote:The HLE Audio rewrite actually made things worse, No More Heroes by default doesn't run anywhere near 60 FPS on the Wii (it runs 20-30 fps on the Wii with huge frame dips, I have it) and because of that the game stutters using AX HLE.
I thought some people postulated that NMH drops the FPS to half the normal rate for certain things (e.g. killing animations). The drops might be programmed, but this was never verified to my knowledge.
If the drops aren't programmed and are the result of the Wii's limited hardware, Dolphin can force the FPS to be constant as long as your own hardware has enough power. That is to say, you can exceed the limitations of the original hardware with Dolphin. In the case of NMH, you could probably get Dolphin to run it constantly at 60 FPS with no dips given a certain hardware threshold (again, assuming the drops aren't programmed).
However, ultimately you have to consider that the DSP's audio quality isn't based on the FPS; it's based on what we call the emulated game speed. This is the little % you see. If you're around 100% (96~100% usually has no noticeable audio distortions for me), that means you're running everything (CPU, GPU, DSP) as fast as or about as fast as the real console. A dip in this will cause audio distortions (and in turn usually drops the FPS).
On real Wii hardware, dips in the FPS (such as in many battles in The Last Story), the DSP is still able to process audio at fullspeed, probably because the game's code temporarily lets the FPS fluctuate to reduce resource usage without slowing down either the CPU or DSP. My guess is that Dolphin emulates this just fine with the new-ax-hle merges. If you're emulating the game at 100%, drops in NMH shouldn't cause any static or other distortion (assuming these dips work like the ones in TLS). I don't have TLS dumped, nor do I own NMH, so I haven't confirmed any of it myself. My guess is that you hear the audio distortions in NMH because you go as low as 20 FPS, when at most you should go to down 30, since that's half of the NTSC framerate.
I don't know about Mario Strikers Charged, as I don't have that game. I have the GC version though, so perhaps I'll check it out.
I was looking at the FPS count in NMH while slicing people up and death cries stuttered no mattered the frames unless it was at 60 or regular HLE was used.
Getting NMH to 60 FPS is nearly impossible lol, the game was optimized pretty bad, the port runs at around 20-30 fps on the 360/PS3 too.
arwing92 Wrote:I was looking at the FPS count in NMH while slicing people up and death cries stuttered no mattered the frames unless it was at 60 or regular HLE was used.
But what does the game speed % look like when running? It has to be at 100% or audio will start to stutter. Does it stutter on real hardware (doubt it, but you mentioned the game being poorly optimized)?
arwing92 Wrote:Getting NMH to 60 FPS is nearly impossible lol, the game was optimized pretty bad, the port runs at around 20-30 fps on the 360/PS3 too.
Dolphin can ignore the limitations of the original hardware it emulates. When you set the Framelimit option to 60, you essentially tell Dolphin to run the game as fast as it takes for it to generate 60 frames every second. You can force 30 FPS games to run at double-speed for example (movements are usually twice as fast though, thanks to frame dependent motion). Likewise, you can force Dolphin to run the game at a constant 60 FPS, as long as your own hardware running Dolphin can handle it. An i5-4670K on stock would do the trick (in Dolphin, a stock i5-4670K performs at the same level as my i5-2500K OC'ed to ~4.2GHz).
(07-24-2013, 04:00 PM)Shonumi Wrote: [ -> ]' Wrote:I was looking at the FPS count in NMH while slicing people up and death cries stuttered no mattered the frames unless it was at 60 or regular HLE was used.
But what does the game speed % look like when running? It has to be at 100% or audio will start to stutter. Does it stutter on real hardware (doubt it, but you mentioned the game being poorly optimized)?
' Wrote:Getting NMH to 60 FPS is nearly impossible lol, the game was optimized pretty bad, the port runs at around 20-30 fps on the 360/PS3 too.
Dolphin can ignore the limitations of the original hardware it emulates. When you set the Framelimit option to 60, you essentially tell Dolphin to run the game as fast as it takes for it to generate 60 frames every second. You can force 30 FPS games to run at double-speed for example (movements are usually twice as fast though, thanks to frame dependent motion). Likewise, you can force Dolphin to run the game at a constant 60 FPS, as long as your own hardware running Dolphin can handle it. An i5-4670K on stock would do the trick (in Dolphin, a stock i5-4670K performs at the same level as my i5-2500K OC'ed to ~4.2GHz).
Thing about that is when forcing the FPS in NMH via ticking Limit By FPS, the sound speeds up really fast and out of sync. The FPS stays at a solid 60 but the game moves in very fast motion and the music and everything is very out of sync.
arwing92 Wrote:Thing about that is when forcing the FPS in NMH via ticking Limit By FPS, the sound speeds up really fast and out of sync. The FPS stays at a solid 60 but the game moves in very fast motion and the music and everything is very out of sync.
That's generally what happens when you force the game to run higher than the programmed frame rate, or the rate that the game code expects. Is NMH a 30 FPS game or 60 FPS game for NTSC? I know the sequel runs at 30 FPS. If those dips are programmed to occur (e.g. during killing animations), then it makes sense that the audio runs faster than normal, since you're forcing the entire game to run faster than normal at certain points.
Out of curiosity, what happens when you try to limit the framerate by Audio?
(07-24-2013, 05:06 PM)Shonumi Wrote: [ -> ]' Wrote:Thing about that is when forcing the FPS in NMH via ticking Limit By FPS, the sound speeds up really fast and out of sync. The FPS stays at a solid 60 but the game moves in very fast motion and the music and everything is very out of sync.
That's generally what happens when you force the game to run higher than the programmed frame rate, or the rate that the game code expects. Is NMH a 30 FPS game or 60 FPS game for NTSC? I know the sequel runs at 30 FPS. If those dips are programmed to occur (e.g. during killing animations), then it makes sense that the audio runs faster than normal, since you're forcing the entire game to run faster than normal at certain points.
Out of curiosity, what happens when you try to limit the framerate by Audio?
NMH is capable of going to 60 during moments where the game doesn't have to process much, like a blank screen for example.
The choppy ish sound is still there with Framerate limited to audio, I think its an issue with the game more than it is Dolphin causing it.
NMH has a highly inconsistent frame rate among all platforms
(07-24-2013, 02:18 PM)arwing92x Wrote: [ -> ]The HLE Audio rewrite actually made things worse, No More Heroes by default doesn't run anywhere near 60 FPS on the Wii (it runs 20-30 fps on the Wii with huge frame dips, I have it) and because of that the game stutters using AX HLE.
Another example is Mario Strikers Charged after a goal the game automatically down frames to 30 FPS during the replay to make the shots look more slick and then speeds back up to 60 right after. AX HLE for some reasons makes the games stutter even though the down frame aspect is meant to happen in specific moments.
AX HLE has made things worse while lowering the performance, I know Delroth put a lot of work into it, but its seriously affected a lot of my games.
Ax Hle has its pros and cons .. While it may fixes the audio, it also messes up audio in some games .. I have been told, that it's not completely done and they are supposed to work on that zelda ucode .. I have also asked for the option to choose between new ax-hle and the old hle, only until ax-hle is completely done, but it makes more sense to ask your refrigerator than a dev in my opinion .. If I remember well I even got back a "fuck you" ..
Quote:Also, in what ways is AX HLE actually superior to the regular HLE aside from heavy instrumental games like Tales of Symphonia.
Most games don't use highly detailed sound design so the whole its superior thing isn't 100% accurate since AX HLE like LLE makes the sound stutter if theres a dip in frames.
The old HLE sounded like garbage in pretty much every game i ever tried. Idk wtf you're talking about.
Quote:Ax Hle has its pros and cons .. While it may fixes the audio, it also messes up audio in some games .. I have been told, that it's not completely done and they are supposed to work on that zelda ucode
Um...? You do know that the zelda ucode has nothing to do with ax, right?