Homebrew Citra - Unofficial \ Chinese builds discussion

jroweboy

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Maybe because there is nothing for them to steal :ph34r:
Steal is not a good word for this. All of the code that is in citra, and all of the in development code that they merged to make their "super-citra-gcc-sse-wtf-xml-bbq-faster-pokemon-edition" is open and free to be used. Its part of the license that anyone can use it, so stealing is not the right word, since its totally allowed.

in case no one mentioned this, bleeding edge builds at the same time nightly does now, which is when any code gets merged into master. So expect more than "once a day" builds as we merge to master a couple of times a day on average.

Sure is quiet here. Still no good update of it. Most commercial games are playable except for those which have regression. Sooo..., now what?
Plenty of citra development is still happening. In the past week, theres been like 15 new changes in citra https://github.com/citra-emu/citra/pulse my major complaint about this thread has always been that people here seem to think its the wonderful people of this thread thats pushing citra forward instead of the actual developers. A few weeks ago, merry wrote coprocessor support into the jit making many games run faster, but here all you saw was "omg thanks X random person who compiled the code for making citra faster u da besssttt" Its kinda backwards if you ask me :P

Things might be slowing down here, but hey, thats why I made bleeding edge. Cause i knew in the long run, no one was *seriously* going to keep making these "unofficial" builds. Too much effort for no pay off and everyone gets tired at some point. So I made sure that even if I got bored of working on citra, we would still have a self building unofficial build. Its a win win, citra developers can use it to test out new features to see if there are any regressions, and users get the latest features even if they aren't ready for prime time yet.
 
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LG_

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Steal is not a good word for this. All of the code that is in citra, and all of the in development code that they merged to make their "super-citra-gcc-sse-wtf-xml-bbq-faster-pokemon-edition" is open and free to be used. Its part of the license that anyone can use it, so stealing is not the right word, since its totally allowed.

I've used the word "steal" because, while anyone can download/open and use in any way, it's still wrong by not respecting the original license Citra was build under.
1. Take open source code: ok
2. "Modify", compile and take credit for everything without even sharing the source code: 100% wrong

I agree with the last part too, but people here don't know any better. I can inject a keylogger/bitcoin miner into a compiled .exe and share here, people will still praise the build if it's one fps better than the official ones...
 

Critz

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A general question: will Citra become less CPU-intensive as it develops?

I've tested it on two laptops on the same game (Azure Striker Gunvolt 2 to be precise, not terribly graphic-intensive) and it works near flawlessly on a borrowed older laptop with core i7 (specs) and is very slow on a newer laptop with better GPU but worse AMD A10 CPU (specs).

So, is it reasonable to expect that the games will run smoother on weaker CPUs in the future? Surely? Maybe one day? Never? Alternately, will there be implemented mechanics to compensate, such as frame skip?

Also, got another question about emulating the inbuilt 3DS microphone. The aforementioned game actually needs it to complete, but it doesn't matter at all *what* is said to the microphone at the particular moment. Will any sort of support be implemented for the microphone?
 

LG_

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A general question: will Citra become less CPU-intensive as it develops?

I've tested it on two laptops on the same game (Azure Striker Gunvolt 2 to be precise, not terribly graphic-intensive) and it works near flawlessly on a borrowed older laptop with core i7 (specs) and is very slow on a newer laptop with better GPU but worse AMD A10 CPU (specs).

So, is it reasonable to expect that the games will run smoother on weaker CPUs in the future? Surely? Maybe one day? Never? Alternately, will there be implemented mechanics to compensate, such as frame skip?

Also, got another question about emulating the inbuilt 3DS microphone. The aforementioned game actually needs it to complete, but it doesn't matter at all *what* is said to the microphone at the particular moment. Will any sort of support be implemented for the microphone?

1. Yes, in the future you can expect optimisation (Citra only uses one core and it's incomplete now, so we still have too much to gain performance wise)
2. Obvious stuff is obvious: the clock on your older laptop is higher, this way Citra can perform better (GPU doesn't even change too much in the way you can run a game, so your better GPU in the newer laptop is meaningless ).
3. Already answered on item 1. You don't "compensate" anything with frameskip, this is not how frameskiping works (the old implementation was removed because it was broken, but someone for sure will make one less hacky alternative in the future).
4. AFAIK, there is no one working on this feature.
 
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Miguel Gomez

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Plenty of citra development is still happening. In the past week, theres been like 15 new changes in citra https://github.com/citra-emu/citra/pulse my major complaint about this thread has always been that people here seem to think its the wonderful people of this thread thats pushing citra forward instead of the actual developers. A few weeks ago, merry wrote coprocessor support into the jit making many games run faster, but here all you saw was "omg thanks X random person who compiled the code for making citra faster u da besssttt" Its kinda backwards if you ask me :P

Things might be slowing down here, but hey, thats why I made bleeding edge. Cause i knew in the long run, no one was *seriously* going to keep making these "unofficial" builds. Too much effort for no pay off and everyone gets tired at some point. So I made sure that even if I got bored of working on citra, we would still have a self building unofficial build. Its a win win, citra developers can use it to test out new features to see if there are any regressions, and users get the latest features even if they aren't ready for prime time yet.
Hmm. But those are just updates from present PRs. I already knew some of them updated like MerryMage's comprocessor support and others that are worked on like the removal of the New3DS inputs so that everyone can play Majora's Mask and audio. I hope that there will be a major PR that will make the emulator better or fixed older PRs like Geometry Shader(still waiting for it. Not gonna rush JayFoxRox to finish making it fast). But thanks anyways.

Also, I'm not one of those people who say "Thank You for the build 'X'! This is really great!". Just saying. :)

--------------------- MERGED ---------------------------

Time is scarce. We will wait for an update or do something else than waiting like, for instance me, making Smash 3DS Mods and test Model Imports.
 
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tabnk

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Total of 3 builds with different compiler tools and options.

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED-16-FEB-2017 (Any CPU)
Citra-GCC6.3.0-SSE4.1-OPTIMIZED-16-FEB-2017(For Intel CPU with SSE4.1 or higher)
Citra-GCC6.3.0-NO-OPTIMIZED-16-FEB-2017 (Any CPU)​


Based on Citra-Bleeding-Edge 206
  • Texture-overhaul
  • Vertex-cache-remake

Give it a try :)

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED
http://www89.zippyshare.com/v/vBJKC0VH/file.html

Citra-GCC6.3.0-SSE4.1-OPTIMIZED
http://www110.zippyshare.com/v/AVHIAiVP/file.html

Citra-GCC6.3.0-NO-OPTIMIZED
http://www110.zippyshare.com/v/pamZPqcF/file.html


Source
https://github.com/citra-emu/citra-bleeding-edge
https://github.com/FernandoS27/citra/branches
 

kaisettevelli

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Newbie question, is it normal to have Citra get like 0.9999 on Pokemon Sun/Moon as lowest frames constantly, causing the average to go down to like 32FPS? The input also feels delayed because of this. Getting highs of 72 FPS outside.
 

onionpai

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Total of 3 builds with different compiler tools and options.

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED-16-FEB-2017 (Any CPU)
Citra-GCC6.3.0-SSE4.1-OPTIMIZED-16-FEB-2017(For Intel CPU with SSE4.1 or higher)
Citra-GCC6.3.0-NO-OPTIMIZED-16-FEB-2017 (Any CPU)​


Based on Citra-Bleeding-Edge 206
  • Texture-overhaul
  • Vertex-cache-remake

Give it a try :)

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED
http://www89.zippyshare.com/v/vBJKC0VH/file.html

Citra-GCC6.3.0-SSE4.1-OPTIMIZED
http://www110.zippyshare.com/v/AVHIAiVP/file.html

Citra-GCC6.3.0-NO-OPTIMIZED
http://www110.zippyshare.com/v/pamZPqcF/file.html


Source
https://github.com/citra-emu/citra-bleeding-edge
https://github.com/FernandoS27/citra/branches

Thank you for another great build, results on the games I have tried to play:

  • SMT IV Apocalypse ~ 1 to 3 fps improvement on SSE4.1-optimized (avg 50 fps)
  • Kingdom Hearts 3D ~ 2 to 4 fps improvement on SSE4.1-optimized (avg 45-50 fps)
Results are based on comparison of your previous February 4th (ultimate edition) build and these new ones, both games played in native resolution. LLVM-CLANG has almost the same performance while being unoptimized, maybe 3 frames less on each game.

My specs: i3-4170 @ 3.7 ghz, GTX 650ti, 8 GB DDR3
 
Last edited by onionpai,

instantham

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Total of 3 builds with different compiler tools and options.

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED-16-FEB-2017 (Any CPU)
Citra-GCC6.3.0-SSE4.1-OPTIMIZED-16-FEB-2017(For Intel CPU with SSE4.1 or higher)
Citra-GCC6.3.0-NO-OPTIMIZED-16-FEB-2017 (Any CPU)​


Based on Citra-Bleeding-Edge 206
  • Texture-overhaul
  • Vertex-cache-remake

Give it a try :)

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED
http://www89.zippyshare.com/v/vBJKC0VH/file.html

Citra-GCC6.3.0-SSE4.1-OPTIMIZED
http://www110.zippyshare.com/v/AVHIAiVP/file.html

Citra-GCC6.3.0-NO-OPTIMIZED
http://www110.zippyshare.com/v/pamZPqcF/file.html


Source
https://github.com/citra-emu/citra-bleeding-edge
https://github.com/FernandoS27/citra/branches

I'm comparing this with the SSE4.1-OPTIMIZED version on 6th February version,

On Pokemon Sun, i get about 45-60 FPS on this version,
while on the 6th version, i get about 52-60 FPS...
don't really know why it's slower, maybe because of the removed log?

anyway, it already really close to full speed in my specs... keep up good job to The Developer and community!

EDIT: i forgot to mention that this FPS was on the outside area, and with capped framerate....

my spec: i5-6500 @3,2ghz, GTX 1080, 16GB Ram
 
Last edited by instantham,

John1234

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Shin Megami Tensei IV: Apocalypse

I just tried it.

game crashes at the beginning.(3d screen )
After lets look for relic.
 

rob754

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Does anyone know why when I enter a battle of fire emblem fates me out in any of these emulators?
sorry for the english
Total of 3 builds with different compiler tools and options.

Citra-LLVM-CLANG-3.9.1-NO-OPTIMIZED-16-FEB-2017 (Any CPU)
Citra-GCC6.3.0-SSE4.1-OPTIMIZED-16-FEB-2017(For Intel CPU with SSE4.1 or higher)
Citra-GCC6.3.0-NO-OPTIMIZED-16-FEB-2017 (Any CPU)
 

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