This may be the most awesome news to come out of this thread so far.If I have time (and I can't promise that I will), I will make a series of blog-type posts describing how most of the technical stuff inside Devolution works (at some later time after it has been finished, since I don't want to go back and rewrite parts every time I change my mind about something).
Admittedly, I'm not a programmer or an expert with regard to Wii hardware....They're not related. Frame rate depends solely on the video mode.
So, you're suggesting that Gamecube games employ VSync which effectively caps the framerates?Anyone who creates a game that ignores vsync should be banned from ever developing games again.
That is without telling the game the clock speed etc. According to tueidj, if you tell the game the clock speed, it makes the games run as normal on the higher clock speed.Well, I will just leave this video here
That is without telling the game the clock speed etc. According to tueidj, if you tell the game the clock speed, it makes the games run as normal on the higher clock speed.Well, I will just leave this video here
But my point is, if you tell the game the CPU clock speed, it won't affect the framerate. It affects it in that video because the game still thinks it is running at normal CPU speed for GC, when it isn't. When told it isn't, it'll sync automatically to the correct clock speed. That's the whole point of vsync as I understand it. vsync will presumably only work when the software, in this case game, knows the CPU clock speed.That is without telling the game the clock speed etc. According to tueidj, if you tell the game the clock speed, it makes the games run as normal on the higher clock speed.Well, I will just leave this video here
My post was referring to these posts: http://gbatemp.net/t...ost__p__4191749 and http://gbatemp.net/t...ost__p__4191817 and http://gbatemp.net/t...ost__p__4195398
Obviously the video I posted contradicts certain claims regarding CPU clock/framerate.
Yes, but that's not the point here, we already know that. This little debate that started between tueidj and wiismodrome was about whether or not the CPU speed affects the framerate in general. The video I posted added a bit contradiction to the debate.But my point is, if you tell the game the CPU clock speed, it won't affect the framerate.
Which it doesn't achieve. When the game is told the clock speed, there is no effect on the framerate. And seeing as Devolution does tell the game the clock speed, there is no effect on the framerate. So it's irrelevant if it does affect the clock speed in other circumstances the way I see it.Yes, but that's not the point here, we already know that. This little debate that started between tueidj and wiismodrome was about whether or not the CPU speed affects the framerate in general. The video I posted added a bit contradiction to the debate.But my point is, if you tell the game the CPU clock speed, it won't affect the framerate.
Which it doesn't achieve. When the game is told the clock speed, there is no effect on the framerate. And seeing as Devolution does tell the game the clock speed, there is no effect on the framerate. So it's irrelevant if it does affect the clock speed in other circumstances the way I see it.Yes, but that's not the point here, we already know that. This little debate that started between tueidj and wiismodrome was about whether or not the CPU speed affects the framerate in general. The video I posted added a bit contradiction to the debate.But my point is, if you tell the game the CPU clock speed, it won't affect the framerate.
Ah, but Devolution has both the CPU and GPU running at 1.5 X the normal Gamecube clock rate. So, even if the program is compensating for the CPU and keeping the game running at normal speed, the faster GPU will still be able to render more frames per second due to the increase in rendering power. Thus, even if VSync is enabled, this should, at a minimum, serve to reduce/eliminate framerate hiccups in GC games which could not maintain smooth framerates at normal GC speed.But my point is, if you tell the game the CPU clock speed, it won't affect the framerate. It affects it in that video because the game still thinks it is running at normal CPU speed for GC, when it isn't. When told it isn't, it'll sync automatically to the correct clock speed. That's the whole point of vsync as I understand it. vsync will presumably only work when the software, in this case game, knows the CPU clock speed.
Anyone who creates a game that ignores vsync should be banned from ever developing games again.
say, if we were to overclock GPU and CPU, but then vertical refresh/frame draw is hardcoded into game, wouldn't they run the same? I know waninkoko did run some GC games at wii clockspeed and they ran faster, but I think he "forced" those only? I know their team worked on MIOS so they kinda had that experience after all.
edit: I don't think devolution tells/forces the game frame rate, but rather it simply reads it from the main dol
Ah, but Devolution has both the CPU and GPU running at 1.5 X the normal Gamecube clock rate. So, even if the program is compensating for the CPU and keeping the game running at normal speed, the faster GPU will still be able to render more frames per second due to the increase in rendering power. Thus, even if VSync is enabled, this should, at a minimum, serve to reduce/eliminate framerate hiccups in GC games which could not maintain smooth framerates at normal GC speed.
For example, a GC game which normally runs at 60 FPS on a Gamecube, but has intermittent drops to 30 FPS, should be able to maintain a smooth 60 FPS framerate running under Devolution on the Wii because of the faster GPU.
BTW, I don't mean to annoy anyone, but I do think that this is pertinent to the Devolution project. And if what I'm suggesting is correct, smoother framerates would be a nice side benefit. So, it isn't anything to be taken negatively.