1. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    Hm, interesting -- I don't think the emulator code should affect internal FPS, except for stuff like speed hacks and clock speed. I wonder if the same thing happens in older builds, or on other platforms like PC or Switch.
     
  2. wanderindirk

    wanderindirk Member
    Newcomer

    Joined:
    Aug 29, 2014
    Messages:
    26
    Country:
    Vietnam
    From my experience though the 2002 core has a lot of graphical bugs even though speed-wise it's definitely better than the other cores for sure. I'm banking on improvements for the 2005 core since it has less graphical bugs (to a tolerable level) and very good speed. 2005+'s graphical fidelity is more decent but the speed is way too slow and I don't see this could be improved in the near future.


    I'm not sure whether you've read my posts regarding MGS performance or whether you already know what I've said in those post, but I've found out that MGS is one of the few games I've tried that actually benefits from overclocking. You might find that when clockspeed is set at 55 or 60 in-game segments no longer feel like "running through syrup," and the game becomes very playable. On the contrary though cutscenes seem to benefit from underclocking, for example the opening submarine sequence runs almost too good at 31-35. Granted I've not gone too far in the game (maybe 30 mins in) but I think now I can really play MGS if I want to, I'd just have to bear the slowdowns during cutscenes that's all.

    @justinweiss the latest experimental build sure does bring with it a lot of arm11 crashes (when changing games, and also occassionally when loading save states or exiting the app), which is understandable. Plus in the last nightly I tried (from 09/13 I think) also ran less stable already (again when changing games), so I won't go into this further. What I've noticed with the latest experimental build is now the fps counter has the tendency to go above the supposedly locked 50/60 fps in some places (by about 2-5 frames). I don't know whether eventually this is gonna turn out to be a boon or a bane (I guess boon since every fps boost is a good boost for me :P), but this is a constant thing I think since even when I turn off the new threaded option under unai settings this behavior is still present. Doesn't really affect gameplay though so not something too serious.
     
  3. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    Interesting -- I just found out that the nightly builds have a problem when too many threading features are enabled. Depending on whether the last one to run handles or ignores errors, this can cause a crash. Unfortunately I don't think this is fixable in nightlies until the buildbot switches to libctru 2.0 and I can update the threading code to use a new 2.0 feature. Can you capture the error the next time you run into one? That way I can see if it's something new.

    Does it stay at the higher framerate or does it drift above 60 for a second or two and then go back to normal? The way the threaded audio buffer works is that if it doesn't get enough frames it will drain the buffer, and then as soon as more frames come in it will try to fill it back up, so it may drift a bit, but shouldn't be more than a few frames and a few seconds.

    There's also a bug if you have threaded video on, audio sync off, and video sync on where it can get stuck above 60fps. I filed a bug on it but I don't think it's easily fixed.
     
    Last edited by justinweiss, Sep 14, 2020
    Dartz150 and Zense like this.
  4. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    @justinweiss Should this be enabled at the same time as Threaded DSP? I’m not seeing any performance differences yet TBH. I haven’t done a scientific test or anything, but just having loaded up a few of the regular suspects, I’m seeing performance comparable to the builds that you posted last week.
     
    justinweiss likes this.
  5. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    It should be fine to have them enabled at the same time. I've been using the beach at the beginning of Crash 1 as my go-to test and this added 5-7 fps to it. But a few of my other test cases show only about a 0.5-1fps improvement. It depends a lot on how the game uses the GPU, and how often it needs to sync.

    The setting doesn't require a restart, so you can toggle it off and on and see if you notice a difference.
     
    MarioKartFan likes this.
  6. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    Thanks. I definitely see the difference in a few games now. Crash 3 runs excellent apart from stuttering while loading a new level.
     
    Zense likes this.
  7. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    Well I take it back. The improvements might be subtle in some games but in some others it’s quite remarkable. THPS2 is incredible now even in the menus. There’s a stutter when the first level loads but it never repeats after loading once (even when changing levels).
     
    justinweiss and Zense like this.
  8. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    I removed the flaky experimental CD code that I forgot was in there and was causing crashes earlier. Here's a newer build:
     

    Attached Files:

    Zense, ber71 and Dartz150 like this.
  9. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    Thanks, but now I’m interested in this experimental CD code. What other black magic do you have up your sleeves?
     
  10. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    It was a test I did to see if I could get rid of some of the initial CD read hiccups by sending the request to read a sector as soon as I knew which sector it was going to try to read, instead of sending the request the instant before it needed the actual data. Trying to spread out the time between when it started reading the data and when it needed the data. The numbers turned out better but it didn't feel as good while playing. I also forgot it was in there and hadn't handled all the different configs people might have. So I set it aside for now, might come back to it later if I have any better ideas.
     
    Last edited by justinweiss, Sep 15, 2020 at 1:53 AM
    Zense and MarioKartFan like this.
  11. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    That would be amazing.
     
  12. kahuna0k

    kahuna0k Newbie
    Newcomer

    Joined:
    Tuesday
    Messages:
    1
    Country:
    United States
    Good job with the PCSX I've been able to test some .pbp and their performance is amazing.

    Anybody has a working fbneo core? I've tried many and none of them works. I get crashes doesn't matter the rom, all of the crashes. I've tried them in Windows with latest stable and latest nightly and they work without problems.
     
    justinweiss likes this.
  13. Zense

    Zense GBAtemp Advanced Maniac
    Member

    Joined:
    Apr 20, 2008
    Messages:
    1,659
    Country:
    Italy
    I believe the roms have to be put in root of the sd card.
     
  14. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    Spent some time today testing JustinWeiss builds with the SNES9X2005 and Mednafen-PCE (with TurboCD games) cores. Both ran fantastic (full speed no stutters) with threaded audio enabled. Yoshi’s Island remains a problem child ... but what else is new.

    Edit: Also of note Suikoden II no longer requires messing with latency settings to avoid stuttering in battles. Runs full speed now with Threaded GPU and Threaded DSP.

    Intro movie still crackles alot, which is likely an issue with the core not with the threads, but the gameplay is brilliant.
     
    Last edited by MarioKartFan, Sep 16, 2020 at 12:49 AM
    Zense likes this.
  15. Zense

    Zense GBAtemp Advanced Maniac
    Member

    Joined:
    Apr 20, 2008
    Messages:
    1,659
    Country:
    Italy
    How is this compared to before? I'm gonna check out DKC3 at some point. It used to stutter quite a bit in 2005 or 2005+ iirc.
     
  16. MarioKartFan

    MarioKartFan GBAtemp Regular
    Member

    Joined:
    Aug 27, 2019
    Messages:
    218
    Country:
    Algeria
    @justinweiss
    Just to follow up: disabling the dsp thread drastically improves in game performance in MGS. As I said before, the weird thing is that with dsp thread enabled the emulator reports a rock solid 59.9 FPS but the game play still suffers.

    Plays really well with threaded gpu enabled Tho. Will try and play a few hours tonight and see if performance holds up.
     
    justinweiss likes this.
  17. justinweiss

    justinweiss Advanced Member
    Newcomer

    Joined:
    May 29, 2016
    Messages:
    88
    Country:
    United States
    I can't even imagine what would cause those to interact that way. Weird!
     
  18. Idrolitina

    Idrolitina Member
    Newcomer

    Joined:
    Apr 28, 2020
    Messages:
    34
    Country:
    Japan
    thanks so much!
     
  19. wanderindirk

    wanderindirk Member
    Newcomer

    Joined:
    Aug 29, 2014
    Messages:
    26
    Country:
    Vietnam
    This is weird. I don’t really notice any difference at all in MGS when dsp_thread is disabled.
     
  20. BORTZ

    BORTZ The Amazing
    Supervisor

    Joined:
    Dec 2, 2007
    Messages:
    13,045
    Country:
    United States
    Shiz looks like both the 3DS and Vita gpSP cores have an issue with Golden Sun the Lost Age where they force reset to the BIOS (creating a boot loop of sorts) just a few seconds into gameplay. Must be something to do with how Camelot games work, because Mario Golf Advance does the same thing.
     
Draft saved Draft deleted
Loading...

Hide similar threads Similar threads with keywords - Unofficial, RetroArch, builds