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<blockquote data-quote="Senjosei" data-source="post: 7813607" data-attributes="member: 440718"><p>Im adding said screenshot functionality and a way to use custom textures in my next build.</p><p></p><p>As for the explanation... let me try explain in a simpleway. Think of the 3ds as a pc, like every pc it needs an operation system. A part of the operation system is the kernel which manages running programs and gives access to the hardware. It also preforms scheduling which tells how long a program should run. The 3ds uses a special kernel called a microkernel what that basically means is that system calls (if a program needs hardware access i.e access to the GPU it accesses them through a system call) are also treated as a normal program. Citra as an emulator must emulate every aspect of this kernel. Now addticks messes with the scheduler timings which in turn messes with how long a system call needs to wait and how long it runs. Now u might be thinking "Oh just let all the system call run immediately without waiting" while that maybe true thats not the whole story. System processes running in the background waiting for request from other programs (games / other system calls) will also get speedup meaning it will check for the request more frequently which will fill the backlog of stuff that needs to be processed which translates to the main program(games) getting buried in the backlog which translates to the game thinking "Oh the system is lagging better make myself run faster" which fill fills the backlog even more until the game reaches a comfortable "speed". I hope u can see how hacky of a workaround this is and why im not adding it in my build because games runs better without any addticks manipulation. Ive said this before the current bottleneck making games slow is the vertex processing which is handled by the cpu phantom is working hard to move that to gl which will make the bottleneck gone and games wil run butter smooth.</p></blockquote><p></p>
[QUOTE="Senjosei, post: 7813607, member: 440718"] Im adding said screenshot functionality and a way to use custom textures in my next build. As for the explanation... let me try explain in a simpleway. Think of the 3ds as a pc, like every pc it needs an operation system. A part of the operation system is the kernel which manages running programs and gives access to the hardware. It also preforms scheduling which tells how long a program should run. The 3ds uses a special kernel called a microkernel what that basically means is that system calls (if a program needs hardware access i.e access to the GPU it accesses them through a system call) are also treated as a normal program. Citra as an emulator must emulate every aspect of this kernel. Now addticks messes with the scheduler timings which in turn messes with how long a system call needs to wait and how long it runs. Now u might be thinking "Oh just let all the system call run immediately without waiting" while that maybe true thats not the whole story. System processes running in the background waiting for request from other programs (games / other system calls) will also get speedup meaning it will check for the request more frequently which will fill the backlog of stuff that needs to be processed which translates to the main program(games) getting buried in the backlog which translates to the game thinking "Oh the system is lagging better make myself run faster" which fill fills the backlog even more until the game reaches a comfortable "speed". I hope u can see how hacky of a workaround this is and why im not adding it in my build because games runs better without any addticks manipulation. Ive said this before the current bottleneck making games slow is the vertex processing which is handled by the cpu phantom is working hard to move that to gl which will make the bottleneck gone and games wil run butter smooth. [/QUOTE]
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