Dolphin, the GameCube and Wii emulator - Forums

Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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sh2dc

resident evil 4 still not good with low end pc most place fps 18-25...
also dolphin may case video driver crash...
Do you think you'll do a merge request for the non d3d9 changes to master?
KHg8m3r: I still have a lot of work to do to compatibilize things with master
Well good luck, as I do enjoy the changes in your build Smile
Hi Tino !
Just want to notice about latest changes in master - they removed Framelimit-by-Audio mode Sad
Please don't change it and do not remove this option, because there is some games which actually limits their gameplay speed by audio speed, even if it works 20 fps, 10 fps. This is async mode and real console have it.
Also - Silent Hill SM works best with Framelimit set to audio mode and VBeam activated... RE0 too... And many other games, based on async mode speed control.
Quote:This is async mode and real console have it.

Look out, we've got an expert couch programmer here.
I'm not saying that I'am an expert here, but a few years ago I've talked to one of the developer of MGS Twin Snakes and he told me that this game is running in fps async mode and controls its speed by audio speed. He explained that in this way sudden fps drops will not affect general gameplay. Sometimes console hardware are not capable of running rendering at constant 30 fps.
BTW - even on real PS2 console - all MGS series games are using SPU async mode.

P.S. - delroth, master branch doesn't capable to run some games anymore with VBeam active and audio speed control. And that is due to Audio fps limiter removal !
Now those games shows some wrong fps limit mode with VBeam ! (like 120 FPS in movies and 50% ingame speed)
(07-30-2014, 02:20 AM)Linear Wrote: [ -> ]I'm not saying that I'am an expert here, but a few years ago I've talked to one of the developer of MGS Twin Snakes and he told me that this game is running in fps async mode and controls its speed by audio speed. He explained that in this way sudden fps drops will not affect general gameplay. Sometimes console hardware are not capable of running rendering at constant 30 fps.
BTW - even on real PS2 console - all MGS series games are using SPU async mode.
Just because these things all contain the expression "async" doesn't mean they are the same or even just work similarly. Please don't say stuff like "this is how it works on the real console" if you don't know what you're talking about.
Not taking in account the discussion that is out of topic here, I think that an interesting point will be create some kind of test to determine why some games needs sound frame limit, as I understand there is no async mode as is described in the discussion, but maybe some crazy game developer used sound callbacks to synchronize their rendering code, is not an usual practice but is not impossible to do and I’ve seen worst things in the past.
Tino: Pull Request 692 fixes the games that need audio-framelimit that I have.
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