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Scogger HD
04-05-2014, 11:02 PM
Post: #71
RE: Scogger HD
(04-05-2014 10:42 PM)MaXiMu Wrote:  In recent changes has increased considerably

1280x720


720x480



I'm using
I7-3612QM
8GB DDR3 1600mhz
Intel HD graphics 4000
Windows 8.1 x64 .

Not bad Big Grin

Is it actually working on the Intel graphics? Thought that was broken... In any case, I think you should be able to get better fps, uncheck write depth/color buffer, select hook static functions, and disable logging. Optionally set sound to null.

Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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04-05-2014, 11:23 PM (This post was last modified: 04-05-2014 11:24 PM by MaXiMu.)
Post: #72
RE: Scogger HD
Yes it's working well around 30-45fps if you change https://github.com/acmiyaguchi/rpcs3/com...e957eeb136

As a curiosity I get more framerate when sound is enabled Tongue

With "null" lost fps to 20-25fps xD

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05-29-2014, 05:21 AM
Post: #73
RE: Scogger HD
i haven't try this homebrew for long long time, but i did run it on latest revision 69ec7a0. Unfortunately it works very strangely, it freezes off during playing, even if fps is quite high. Hexen and heretic doesn't work at all.
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05-29-2014, 11:09 AM
Post: #74
RE: Scogger HD
(05-29-2014 05:21 AM)metallicafor Wrote:  i haven't try this homebrew for long long time, but i did run it on latest revision 69ec7a0. Unfortunately it works very strangely, it freezes off during playing, even if fps is quite high. Hexen and heretic doesn't work at all.

Herectic and Hexen are indeed broken. However this game runs fine for me... You do have logging disabled right? I think the gsframe and and log are on the same thread or something, because they cannot be on at the same time without heavy lag.

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05-30-2014, 04:29 PM (This post was last modified: 05-30-2014 04:33 PM by metallicafor.)
Post: #75
RE: Scogger HD
U were right when u switched of logging it does work pretty well i mean pretty

Unfortunately and i am pretty sure it used run very well before even when logging was switched on. I don't know it might have something to do with amounts of commands going through the console and rpcs3 doest grow in this case. Lately more things has been implemented.
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05-30-2014, 05:18 PM
Post: #76
RE: Scogger HD
There's a reason why it's gotten slower. The way we did it before was just plain wrong. The Windows UI libraries are written in a way that they tolerate a lot of abuse before crashing. You're not supposed to update it from multiple threads but it won't crash in most instances unless you update the same controls.

Other OSs UI toolkits are a little more sensitive to this and so we had to queue the log message updates onto the message queue for the main thread. The additional locking made the UI a lot less responsive under Windows. We will fix this in the future (probably by not using a listctrl and making MTBuffer version that is an actual ringbuffer instead of a linear buffer with a synchronization point when it reaches the end)
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06-01-2014, 03:48 AM
Post: #77
RE: Scogger HD
new Video Smile

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06-01-2014, 09:48 AM
Post: #78
RE: Scogger HD
We need a frame limiter Big Grin

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06-01-2014, 09:54 AM (This post was last modified: 06-01-2014 09:55 AM by GuenosNoLife.)
Post: #79
RE: Scogger HD
(06-01-2014 09:48 AM)ssshadow Wrote:  We need a frame limiter Big Grin

I have try enable Synchro, It's perfect work : min 54 fps max 61 but lot time 60/61 Smile
Without this, I have more than 80 fps.

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06-01-2014, 10:11 AM
Post: #80
RE: Scogger HD
(06-01-2014 09:54 AM)GuenosNoLife Wrote:  
(06-01-2014 09:48 AM)ssshadow Wrote:  We need a frame limiter Big Grin

I have try enable Synchro, It's perfect work : min 54 fps max 61 but lot time 60/61 Smile
Without this, I have more than 80 fps.

Yes you are right, I forgot we have a v-sync option Blush

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