08-24-2009, 03:43 AM
08-24-2009, 03:45 AM
(08-24-2009, 03:43 AM)Iulius Wrote: [ -> ]yes first post is completly outdated.
todays version (last page) should work best.
I cant imagine that its possible to improve it further.
You won't be thinking the same thing a week from now.

08-24-2009, 03:53 AM
i tought about the auto frameskip version, not dolphin in general 
newest frameskip(page 8) never uses more skip than is needed and framelimit is turned off when frameskip is used.
i cant imagine how someone could get more performance out of this function as there is zero computing time wasted.
Of course dolphin can be improved by far and i hope i can help with that in future

newest frameskip(page 8) never uses more skip than is needed and framelimit is turned off when frameskip is used.
i cant imagine how someone could get more performance out of this function as there is zero computing time wasted.
Of course dolphin can be improved by far and i hope i can help with that in future

08-25-2009, 12:56 AM
does the new one work correctly? cause if so u should have them commit the change to the SVN.
08-25-2009, 01:06 AM
Yeah, if I remember correctly SVN currently has the bugged version...
08-25-2009, 01:21 AM
(08-25-2009, 01:06 AM)KHRZ Wrote: [ -> ]Yeah, if I remember correctly SVN currently has the bugged version...yes it does, im waiting for a better version (final, not beta) before committing
08-25-2009, 03:43 AM
there is a new one on page 8 or 9, but actually only 1 tried it and report.
it has more jitter in the framelimiter but at least doesn't waste computing time any more.
but i cant imagine a version with no framelimit jitter and no waste.
to do that, you need to look into the future if the game will get faster or slower, which is impossible.
so i'm not sure if this one should go in svn...people could complain because of the framelimiter...
for me, i will always use the new version as i prefer 10-20% more fps over +-5% framelimit jitter.
but that maybe doesn't count for everyone.
it has more jitter in the framelimiter but at least doesn't waste computing time any more.
but i cant imagine a version with no framelimit jitter and no waste.
to do that, you need to look into the future if the game will get faster or slower, which is impossible.
so i'm not sure if this one should go in svn...people could complain because of the framelimiter...
for me, i will always use the new version as i prefer 10-20% more fps over +-5% framelimit jitter.
but that maybe doesn't count for everyone.
08-25-2009, 05:36 AM
ill apply patch and commit. you know the drill by now (why ppl haven't added you to svn i dont know )
EDIT:here is a bug lol
VPS shows as 1/1 o.o
EDIT2: whats the point of these few lines?
why assign the variables a value ...Twice
EDIT:here is a bug lol
VPS shows as 1/1 o.o
EDIT2: whats the point of these few lines?
Code:
float VPS = (float)videoupd / t;
VPS = waited;
int TargetVPS = (int)(VideoInterface::TargetRefreshRate + 0.5);
TargetVPS = no_framelimit + 1;08-25-2009, 12:41 PM
(08-25-2009, 05:36 AM)Daco Wrote: [ -> ]ill apply patch and commit. you know the drill by now (why ppl haven't added you to svn i dont know )
EDIT:here is a bug lol
VPS shows as 1/1 o.o
the vps 1/1 seems to be something to do with the newest revs like 4042.
with 4017. its shows 1/6
i dont know if its a bug with autofameskip or the revs.
08-25-2009, 03:04 PM
(08-25-2009, 12:41 PM)Gombit Wrote: [ -> ]no idea(08-25-2009, 05:36 AM)Daco Wrote: [ -> ]ill apply patch and commit. you know the drill by now (why ppl haven't added you to svn i dont know )
EDIT:here is a bug lol
VPS shows as 1/1 o.o
the vps 1/1 seems to be something to do with the newest revs like 4042.
with 4017. its shows 1/6
i dont know if its a bug with autofameskip or the revs.
without the auto frameskipping patch it works fine tho