the amount of speed up from the async shaders :O
metroid prime series so smooth now
but still needs some check up im getting graphical glitches on thermal and xray on mp1 and on shadows today ill be testing more of the games i have but seems a step on the right direction keep it going
Tino you are the man. Thank you for your effort improving Dolphin.
When did the MKWii intro music bug appear?
And the framerate spike bug? (MKWii title skip and profile select) (Probably others also experienced bugs in other spots)
And the timestretching doesn't play well with changing framerates from either spikes or FFW, resulting in latency of almost a second as it tries to catch up (sometimes succeeds, sometimes never quite makes it)
This branch seems to have lots of little bugs. The framerate bug is definitely a problem.
Can you give mi more details on the bugs you are describing?
Lost my previous post, so I'll be brief.
The intro bug is present in the MKWii intro video uploaded. Basically it skips part of the music.
The framerate spike bug is from master. I can only sometimes get the framerate spikes, it disappeared midway through testing the subsequent bug.
The timestretching is basically when the buffer is too big, it doesn't shrink. XAudio2 doesn't skip sound when too much accumulates in the buffer. Instead it plays it sped up, which can't catch up. Even after the FFW ends, it doesn't catch up completely, and slowly gets more and more behind. Tested with 0 and 30 latency, auto framerate. When I tried testing, the frame spikes disappeared. That one's not necessarily deterministic.
are you using frame skipping? because frame skipping is incompatible with audio stretching, what exactly isl frame rate spikes?
Here are my impressions while comparing Metroid Corruption (NTSC Trilogy, D3D11) to the latest master:
The performance is kind of a draw; it runs over 10fps faster with efb to RAM, but nearly 15fps slower with efb to texture.
The asynchronous shader cache really works; it's been years since I've played a game on the actual Wii hardware and I'd forgotten how smooth it was without the constant stuttering. Not only that, but it mostly resolves the black bar/screen squishing issue. I was able to start the game with a clear cache and play without a single incident of the black bar glitch even after traveling between planets and switching between visors/hypermode.
It still happens if you push your luck by taking screenshots or disabling the framelimit, but it doesn't seem to happen under normal gameplay anymore. In comparison, the glitch happens immediately after a save loads when using master or playing without the async option.
Unfortunately it seems to cause rampant glitching, but most of it seems very minor; it's mostly just flickers where the lighting seems unstable or an effect is clipping weirdly. The worst I saw was that some elements weren't rendered at all, with some of the buildings in Skytown missing major components. I'll try to upload an example shot later.
Regardless, those glitches are still way, way less distracting than that fucking black bar glitch. Up until now I'd attempt to play until the glitch happened, then save, reboot, and play until it happened again and then repeat over and over. It really breaks up the fun of exploring when you know new areas will wreck your shit.