I did this over a week ago. No matter what forum I post on, a link to the repository will certainly be there. I would love to go back to GBA, but I feel like you guys really dislike me, I feel like I'm annoying the two of you, and as a result, your attitude towards me feels humiliating. I don't like annoying people, I don't like asking for favors. It makes me uncomfortable, I feel like an outcast here. This is the only thing that stops me, I have no ulterior motives.
Nobody is hostile to you - you haven’t been warned, you haven’t faced any disciplinary action, you’re allowed to post to your heart’s content and if anything, the community gathered around you to give you tips on how to make your project better. Your problem is interpreting every piece of advice as hostility, then retaliating and finally crying wolf when someone loses their temper with you. I’m glad that you’ve put in the effort to start a proper GIT for one of your projects as was suggested to you - I visited it, it’s heaps better compared to your previous attempts and very easy to browse. If you were a little bit more amenable to taking criticism on board, you wouldn’t be having nearly as many issues. When you’re posting figures that are verifiably bollocks and only “work” when using your convoluted, non-standard method of measurement, you’re going to get called out on it. That’s not a negative statement about you, that’s a clarification on what can or cannot be achieved.
When you say “x12 performance” the average person who has seen an electronic device before will assume “huh, if I’m running at 30 frames now and my performance is going to increase x12, I can run at 360 frames!” which is idiotic. What’s actually happening is a modest increase in performance (measurement #1) and a decrease in power consumption (measurement #2).
You are doing *yourself* a disservice by posting figures that are *outrageous* and I am helping you correct that so that your documentation doesn’t look ridiculous to anyone who’s ever overclocked anything before.
Wait a second. I'm confused, or you're wrong. Let's go first:
We have a game that renders at 640*360 (230400 pixels, 360p) on the stock console. The frame rate drops below 20 fps.
In order to render this game at 1280*720 (921600 pixels, 720p) with a frame rate not dropping below 60 fps, we need:
(921600 / 230400) * (60 / 20)
We get 12. We need at least x12 to the original performance for this game to work at 720p at a stable 60fps.
Right?
In my marketing crap, it is said that 4IFIR, with a number of reservations, in ideal conditions is able to give up to x8 in performance, compared to stock in portable mode.
This means that in an ideal scenario, testing should show something like:
720p at 40fps = 480p at 60fps.
So? You were right, I made a mistake when counting not in my favor, lol. Thank you for noticing.
Jesus wept. Fine, I’ll walk you through it. We’re going to assume that the native resolution is stable-ish because we need a baseline of some kind. It’s not stable, but it’s stable enough for our purposes at this time.
@30-ish FPS
640x360 = 230400
1280x720 = 921600
Pixel count difference = 921600 - 230400 = 691200
That’s how many more pixels per frame you need to fill, how big of a % increase is that?
691200/230400x100 = 300%
That’s 3x the work required, so you would need 3x compute - at the same framerate, forget about 60 FPS. If you wanted 60 with dips, you’d need to double that, if you wanted 60 constant, you’d need triple that (since 20 FPS is your lowest dip). At no point are you anywhere near 12, you need 3x compute at the same framerate, 6x compute at double the framerate and 9x compute at three times the framerate.
If you want to save yourself the hassle of counting percentages, you can just use a calculator. No harm in doing that, but do it right.
https://percentagecalculator.net/
It’s a super simple equation anyway - Increase/OriginalFigure x 100 = Increase %
For the record, all this time we’re dancing around the fact that the Switch runs *underclocked* by default compared to the NVidia spec for the purposes of saving battery life and keeping thermals under control. Realistically you’re only “overclocking” it by a small fraction since the die itself was always intended to run faster than it’s running in the Switch, by a *huge* margin.