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other experimental commit:
applied mlkbouba patch to make Mario Strikers Charged Football work (i do not own the game so please test). some minor tweaks to the plugins to improve performance. for game that do not use xfb the best settings are dual core enabled, audio throtle disabled, frame limit set to the desired value, and xfb off. change the frameskip calculations to use fps instead of vps as in dual core vps != fps caused by unresolved sync problems, till this problems are fixed the best for game play is calculate times in base of fps. please test and let me know the results git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5239 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -595,14 +595,14 @@ void ScreenShot()
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// This should only be called from VI
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void VideoThrottle()
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{
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u32 TargetVPS = (SConfig::GetInstance().m_Framelimit > 1) ?
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u32 TargetFPS = (SConfig::GetInstance().m_Framelimit > 1) ?
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SConfig::GetInstance().m_Framelimit * 10 : VideoInterface::TargetRefreshRate;
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// When frame limit is NOT off
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if (SConfig::GetInstance().m_Framelimit)
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{
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// Make the limiter a bit loose
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u32 frametime = DrawnVideo * 1000 / ++TargetVPS;
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u32 frametime = DrawnFrame * 1000 / ++TargetFPS;
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while ((u32)Timer.GetTimeDifference() < frametime)
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Common::YieldCPU();
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//Common::SleepCurrentThread(1);
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@ -616,7 +616,7 @@ void VideoThrottle()
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u32 FPS = Common::AtomicLoad(DrawnFrame) * 1000 / ElapseTime;
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u32 VPS = --DrawnVideo * 1000 / ElapseTime;
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u32 Speed = VPS * 100 / VideoInterface::TargetRefreshRate;
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u32 Speed = FPS * 100 / VideoInterface::TargetRefreshRate;
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// Settings are shown the same for both extended and summary info
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std::string SSettings = StringFromFormat("%s %s",
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