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Qaazavaca Qaanic

late for the party as usual...

Isn't the difference between 60fps and 50fps = 3.33 ms, not 4.3?

also does Dolphin how have support for SPEBSQSAA anti-aliasing?
(10-05-2015, 02:53 PM)jimbo1qaz Wrote: [ -> ]late for the party as usual...

Isn't the difference between 60fps and 50fps = 3.33 ms, not 4.3?

also does Dolphin how have support for SPEBSQSAA anti-aliasing?

SPEBSQSAA Wat? Confused Is that an AMD thing?

Also:

1000ms/60 times a second = 16.666666666666666666666666666667
1000ms/50 times a second = An even 20

A difference of 3.333333333333333333333333333333
So you would be correct.
When I googled that, it came up with nothing, so either it's a bad spelling, or a joke.
Have the Wind Waker and Bikini Bottom bugs been fixed?

Qaazavaca Qaanic

It's a joke about the massive proliferation of increasingly long and incomprehensible anti-aliasing acronyms (in particular FSSGSSAA).
At least it's fairly obvious what Full Scene Sparse Grid Super Sample Anti Aliasing actually does once you expand the initialisation. It's the ones that end up with stupid names just so they fit into four letters that are the problem.
[Image: Progressreportheader-October2015mini.jpg]

https://dolphin-emu.org/blog/2015/11/01/...ober-2015/

The October 2015 Dolphin Progress Report is live! Feel free to discuss this month's update below.
For a feature freeze, there needs to be a stated goal (whether it be certain features or a time frame) for the stated freeze to be applied so to minimize feature creep and increase stability.

What is that goal for 5.0? Because it's already leaps and bounds ahead of 4.0.2.
It's supposed to be a stable release, which in this context, doesn't mean anything about it crashing (what most people think of when they hear software is unstable). It actually means that it has no bugs which the previous stable release didn't have (regressions). If the previous release couldn't emulate a single game, but had a really reliable way of detecting controllers, a build which could emulate every game perfectly, but one time in a hundred would require restarting as it'd lose connection with a controller, it couldn't be called a stable release as there'd be a new bug, but a build which didn't have this new controller bug but only emulated one game could be called a stable release.

The aim for 5.0 is to create a Dolphin build with no regressions since 4.0.2, but with any other changes since then that are possible. The original branch idea was that we'd get enough testing on that one branch that we'd know it had no regressions, and could label it as stable, merging any necessary bug fixes into master as well.
(11-02-2015, 04:50 AM)inknow Wrote: [ -> ]For a feature freeze, there needs to be a stated goal (whether it be certain features or a time frame) for the stated freeze to be applied so to minimize feature creep and increase stability.

What is that goal for 5.0? Because it's already leaps and bounds ahead of 4.0.2.

No formal goal has been set, but it should be set soon. It will be posted to Dolphin's mailing list once it's decided.