No, there is no "DVD streamed audio" or anything like that on Wii. This concept does not exist. The direct path from DI to AI was killed for Wii stuff.
Thanks for the info then, will researh more on that part of the hardware, you confirm then that what is brocken is dma mixing
And to complete the response, I have no problems recognizing when I'm wrong, I prefer to be wrong and learn from that, is far better that just assume that you are right all the time.
No, I have no idea about that, but unlike you I don't try to make wild guesses without knowing anything about how AI works.
Delroth guess that dolphin is not caching shader bytecode (when it is doing that), delroth guess the bytecode is vendor dependant when all documentation say not and a lot games destribute the bytecode because some complex shaders needs 1 min or more to compile to bytecode. But he dosent want to accept he was wrong and discuss that like professionals to improve dolphin. I am very disappointed because i believe in discussion for improve the project., but he is free to be.
(08-03-2014, 03:52 AM)marcosvitali Wrote: [ -> ]Delroth guess that dolphin is not caching shader bytecode (when it is doing that), delroth guess the bytecode is vendor dependant when all documentation say not and a lot games destribute the bytecode because some complex shaders needs 1 min or more to compile to bytecode. But he dosent want to accept he was wrong and discuss that like professionals to improve dolphin. I am very disappointed because i believe in discussion for improve the project., but he is free to be.
Marcos if you are correct about what you are aiming for, i think the results will speak for themselves now, won't they? I would simply deliver and see where that goes. There is no point in arguing endlesly about a theory, bring it to practice and all theories stop then. At least that is my way of thinking...
Of course. Because all people do mistakes. Delroth in IRC guessing a lot of thing about dx11 shaders and he was wrong. Shuffle2 has to said to him that we are caching the bytecode. I dont undesrtand only why he only cant say I was wrong. Thre no difference beetween rodolfo guessing DI AI behaviour and Delroth gussing dx11 shaders stuff.
updated tha latest folder with master changes. sound problems in xenoblade should be fixed now thanks to booto.
Tested latest version with this games = RE0, RE1, REDC, SHSM, Okami, MH3, Conduit, Conduit2, DeBlob. All runs fine

Linear: did yo have the opportunity to test the issue you described and compare performance with and without sound limit?
Hi Tino !
I always testing different approaches to speed control and latest versions shows same result - with standard framelimit=Auto mode and no VBeam - SilentHill SM and REZero works twice slower... But with VBeam activated + Framelimit=Audio mode = this games runs fullspeed and without any problems or stuttering

This is not an issue I think, it is alternate way to handle emulation output speed.
Even Resident Evil Rebirth, Okami and Darkside Chronicles runs better with this settings. And one more thing I discovered with your latest version - with VBeam + audio framelimit - there is no need for timestreching function, because audio always works fine and even video rendering speed drops and fluctuations doesn't affect audio speed and general gameplay speed ( like slowdowns on real console doesn't affect audio and general gameplay speed).
The only thing is - this way only works for some games, not for all of them.
(P.S. - never use IdleSkipping, because it gives a lot of stuttering and slowdowns)