![]() In some games, like Hitman Blood Money, you'd get the best performance with 0 worker threads. And if you messed with that number, you'd generally find that going above 3 worker threads didn't help much. That's okay though, it's still a just bunch of triangles, right? PCSX2 has a software renderer, and it lets you set the number of cores it used, so we can see how well it scales. And this is generally true, if you're trying to software render for a normal PC graphics API like OpenGL. "Drawing triangles is super easy to parallelize! GPUs are super parallel, and it should be nice and easy to spread a software renderer across lots of CPU cores!" is probably what most people think. (Most of the time was spent doing OpenGL things so if you have a more efficient OpenGL driver it might make more of a difference for you) In the end, ignoring clang issues, GSVertexTrace::FindMinMax goes from taking about 3% of MTGS thread runtime to 1.5% on my computer. There seems to be a check of accurate_stq when the OGL backend is deciding whether to use geometry shaders to process sprites.On older CPUs expect performance to be about 2/3 of the old algorithm before taking into account improvements from not double-checking vertices. With the above division improvements, on processors with partially-pipelined division (Ivy Bridge and later, Bulldozer and later), accurate stq is actually faster (according to both IACA of inaccurate vs accurate and LLVM MCA).Run divides on four elements at a time instead of two elements and two useless numbers.Prevents clang from optimizing out our denormal-removal shuffles (10x faster than before for people who compile with clang!).How time-stretching actually works is that you see the first video frame and the sound comes after the targeted sound latency, which for years was defaulted to 0.1 seconds of latency. Xaudio2 can't handle the same low latency that Cubeb has without bad skipping and warping even on better systems. If it's above 25.00 ms you either have a computer issue like corrupt drivers or your computer is far too weak. (Cubeb) Minimum latency: 25.00 ms (1200 audio frames) (Cubeb) Minimum latency: 10.00 ms (480 audio frames) Keep in mind in Cubeb the latency slider states 100ms in the GUI but isn't exactly true as it automatically uses a very low latency automatically based on your system: Now Cubeb replaces PortAudio as its successor and keep Xaudio2 as a back-up. DirectSound was being a buggy mess to maintain, WaveOut wasn't much better, PortAudio was fine and Xaudio2 was de facto standard on the Windows side. The current stable (1.6 as of writing) had multiple back-ends namely Xaudio2, DirectSound, PortAudio, WaveOut. There are also a ton of pictures in this edition of the progress report and I'm sure that quite a few of you readers are waiting on the new look of the Qt GUI, but that will still take a while to see in fruition to the public. So all around we will improve all aspects of the emulator and have better progress reports that cater to the technical, light-hearted or the changelog oriented people. In case you didn't notice we have a new site that brings PCSX2 from 2002 to 2022 as PCSX2 is reborn, and besides, seeing that amazing animation on the homepage is something that you have to decide for yourself on how you feel about it. Ok, moving on to better news is the the fantastic work from everybody involved in making sure that PCSX2 doesn't cave into a lesser program. Finally go mad at how inefficient the process was that 80% of the time was spent on making sure that all the Pull Requests are listed and pointed correctly instead of actual writing.Having multiple middlemen to check, update and publish on preview site.Needing it to be HTML without a working preview. ![]() Publish on private forum thread who has access.Some of those reasons being the process of making the progress reports: Sorry for the delay but there have been several reasons to this almost half year delay. Yes, my dear readers (or glancers) Q1 2022 should've been published 2 months ago and this is the predecessor to that.
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