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Full Version: Does DSP LLE on separate thread actually benefit anyone?
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I've never had it crash anyway, though, even a couple of years ago when it was supposed to crash all the time.
Same actually
ZTP keeps crashing with LLE on thread enabled. I don't remember this happening in the earlier 4.0 builds. Is this a separate regression issue?
Zelda ucode games crash with LLE on thread; this is a known issue. It's been happening since forever.
They don't crash for me. I can even prove it.
How can you prove something that happens randomly?
Randomly means it should happen sooner or later. It never happens, even if I play for hours.
Unless you play forever, you can't say it will never crash (unless you can prove it through the code or something else). You can say that it never has happened for you though. Not talking to anyone specifically, just reminding everyone of that distinction :p

Additionally, by "random" in computer science and programming (well debugging at least) it just means we cannot ascertain the exact cause or reliably reproduce it 100% of the time. That does not mean there is no cause at all or that it cannot be found. It is entirely possible that some people will experience Problem X and others won't during their period of testing simply because one group can trigger the cause frequently enough but the other group avoids all circumstances in which Problem X occurs. So don't go and try proving each other wrong unless you guys know what was making the Zelda ucode crash and you know some people did or didn't trigger those events.
Can the DSP HLE be on a separate thread
It was possible with some old builds. But it was pretty useless
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