Number 2

So OpenMP can be removed?
So what about that 'Texture Cache" Slider, can that be removed, in-fact why not remove the entire hack section?
That's too different things !
First, if a game was saturating a gpu, openmp to balance workload can in theory be an option, very unlikely, but possible.
The texture cache slider is something else, because the Wii use unified memory ( pc have dedicated video memory ). The emulator is not able to magicaly knows when a texture change and have to do extra work on that.
I already fixed the depth story so fast depth hack is gone ^^
There is also that 'Disable Destination Alpha' option, i have never seen a need to enable that option, seems to do more harm then good.
I added results for NSMBWii and the Texture Decoding build on some games.
(06-12-2014, 08:51 AM)Gir Wrote: [ -> ]So what about that 'Texture Cache" Slider, can that be removed, in-fact why not remove the entire hack section?
Should the Texture Cache slider be removed at some point it should be well thought through and with costum textures in mind because it would probably break all now existing costum texture packs :/
I think we'll need to break support for custom textures at some point and unfortunately force people to update the texture packs. It's not worth holding back the entire emulator over a few texture packs when it does come to that point. I don't know if this situation calls for that yet, but, it's food for thought.
I will definitely break it at some point personnaly. if possible, writing a tool to rename existing pack offline but it may not be possible to do it at 100%
The street has no electricity for the day, no dolphin work for me
Yeah, the way texture dumping works is pretty inefficient (ask those poor guys over in the Xenoblade Chronicles costum textures thread

) at this point anyway, so yeah, it needs to be broken at some point. I'm only saying it should only be broken once. So Texture Cache and costum texture support should, if possible, be overhauled in one go.
(06-12-2014, 10:03 AM)JMC47 Wrote: [ -> ]I added results for NSMBWii and the Texture Decoding build on some games.
It seems to boost games that need EFB to RAM by a lot, nice work. I am wondering though what are those notes about desync at high IR? Also which backend did you use for testing with those builds?
VPS desync is something that happens on master; it basically means the game's VPS is higher than the FPS. It's the cause of most crashing bugs in Wind Waker, Twilight Princess, and other games that use Audio for important stuff such as game events. so, Wind Waker with a VPS desync is at 190 vps, but only 70 fps, sound plays too fast compared to gpu thread. Game waits for sound to be played when ti catches up, but it's already played so the game hangs. This is a very basic explanation, but it's all I can do to explain it and hopefully it's not too wrong.