(07-09-2014, 09:08 PM)Anti-Ultimate Wrote: [ -> ]Obviously, a lot of things aren't as optimized as they might be. If you'd start a gamecube/wii emulator from scratch now, I'm pretty sure it might even end up being more accurate and faster than Dolphin. This is because the code base of Dolphin is REALLY old and lots of things aren't done the way they would be done if Dolphin was written today.
That doesn't change the fact that dolphin devs (and other forum members) show sour reactions in forums and bug report site to comments and complaints about performance and stuttering problems.
I mean sentences like
"your pc is not powerful enough" (when is not the case)
"shaders works this way"
"it works as it should"
"improving shader management would be a waste of time"
"play again and again and stutter will be reduced, sometime"
"if you're not happy with performance upload a patch to fix it"
BTW, yesterday I saw that driver level vsync had some kind of interference with those hitches.
And I can confirm that is not a performance problem neither a shader problem, it's framelimiter.
Donkey Kong Returns (same results and framerate using native resolution or x4)
Framelimiter off + Dolphin Vsync off = 100 fps in level 1, accelerated sound, no hitches
Framelimiter off + Dolphin vsync on = 60 fps in level 1, accelerated sound, no hitches
Framelimiter Auto or Audio or 60 fps = 60 fps in level 1, perfect sound, hitches here and there.
So I will say again, in my computer (2700K@5ghz, 32 GB, Tri-SLI GTX680, SDD disk, Creative Sound Core3D.) using single gpu or sli, with hyperthreading disabled or enabled, in D3D11 or OpenGL renderer, framerate limiter had sync problems and loses frames quite frequently.