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Direct3D11 vs OpenGL speed test's (EFB2RAM) - Printable Version

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+--- Thread: Direct3D11 vs OpenGL speed test's (EFB2RAM) (/Thread-direct3d11-vs-opengl-speed-test-s-efb2ram)

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RE: Direct3D11 vs OpenGL speed test's (EFB2RAM) - ExtremeDude2 - 12-15-2013

(12-15-2013, 09:27 AM)NaturalViolence Wrote: I don't believe we've observed a single game that benefits in any way from turning idle skipping off.

https://code.google.com/p/dolphin-emu/issues/detail?id=5610


RE: Direct3D11 vs OpenGL speed test's (EFB2RAM) - NaturalViolence - 12-15-2013

Googlecode Issue Report Wrote:Tested on latest version, 3.5-1320, disable idle skipping no longer fixes the problem. It appears to be worst when entering a turn. My previous test was on 3.5-1031.

More likely a coincidence I would say. However even if there were one bug in one game fixed by it I think that you can agree that this is hardly an option that should be randomly flipped off for a game such as SMG.


RE: Direct3D11 vs OpenGL speed test's (EFB2RAM) - drhycodan - 12-15-2013

Does it fix the movies in Last Story from skipping?


RE: Direct3D11 vs OpenGL speed test's (EFB2RAM) - JMC47 - 12-16-2013

Natural Violence: I think idle skipping doesn't fix it, as much as masks whatever is causing it. I used to get hte double dashing bug only on netplay when my CPU was maxed out. I don't know how to reproduce it on my new computer, though.