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This game already scales to 8 cores. And we actually need to get games to run fast before we get them to run good, because you simply can't test anything with the 0,1 fps interpreter.
True feels like a slide show reminds me of my very old laptop from 08 that ran GTA IV with very low fps.
(04-21-2014, 03:59 PM)ssshadow Wrote: [ -> ]This game already scales to 8 cores. And we actually need to get games to run fast before we get them to run good, because you simply can't test anything with the 0,1 fps interpreter.

What do you mean it scales to 8 cores ? It not scale on my 12 core with two Xeon E5645. Only 6-8 load %.

4770K 3,9Ghz (4C8T) - ingame - 60% load - 0,7 fps
2600K 3,5Ghz (4C8T) - ingame - 67% load - 0,6 fps
2 X E5645 2,53Ghz (12C24T) - ingame - 8% load - 0,24 fps
2 X E5540 2.53Ghz (8C16T) - ingame - 17% load - 0,1 fps

Results on rpcs3 Git (2014/04/20) from emucr.com

I guess it's because only small part in code can be optimize for paralleling computate.
(04-21-2014, 05:07 PM)notq Wrote: [ -> ]
(04-21-2014, 03:59 PM)ssshadow Wrote: [ -> ]This game already scales to 8 cores. And we actually need to get games to run fast before we get them to run good, because you simply can't test anything with the 0,1 fps interpreter.

What do you mean it scales to 8 cores ? It not scale on my 12 core with two Xeon E5645. Only 6-8 load %.

4770K 3,9Ghz (4C8T) - ingame - 60% load - 0,7 fps
2600K 3,5Ghz (4C8T) - ingame - 67% load - 0,6 fps
2 X E5645 2,53Ghz (12C24T) - ingame - 8% load - 0,24 fps
2 X E5540 2.53Ghz (8C16T) - ingame - 17% load - 0,1 fps

Results on rpcs3 Git (2014/04/20) from emucr.com

I guess it's because only small part in code can be optimize for paralleling computate.
Try latest build.
http://www.emunewz.net/forum/showthread.php?tid=161382
(04-21-2014, 05:07 PM)notq Wrote: [ -> ]
(04-21-2014, 03:59 PM)ssshadow Wrote: [ -> ]This game already scales to 8 cores. And we actually need to get games to run fast before we get them to run good, because you simply can't test anything with the 0,1 fps interpreter.

What do you mean it scales to 8 cores ? It not scale on my 12 core with two Xeon E5645. Only 6-8 load %.

4770K 3,9Ghz (4C8T) - ingame - 60% load - 0,7 fps
2600K 3,5Ghz (4C8T) - ingame - 67% load - 0,6 fps
2 X E5645 2,53Ghz (12C24T) - ingame - 8% load - 0,24 fps
2 X E5540 2.53Ghz (8C16T) - ingame - 17% load - 0,1 fps

Results on rpcs3 Git (2014/04/20) from emucr.com

I guess it's because only small part in code can be optimize for paralleling computate.

Around 90 % here, i7 2670qm (4C8T). Of course with SPU recomiler.

[attachment=16244]
Hi, the results so far are quite interesting, however, Im wondering, will there eventually be some kind of texture filtering, like something that would smoothen the background texture and other textures as well, that kind of thing so the textures will not be pixelated anymore? Also, how about those dark gray circles on the ground, those are game character shadows I suppose? Is there any way to tell how far is the emulator progress from getting into the point of showing the actual characters and maybe other things that still dont show up? Just wondering, other than that it looks pretty decent already and adorable, especially given the fact it is an actual commercial ps3 game on pc, so good job so far, developers! Big Grin Heart
(04-23-2014, 08:49 PM)mr.devolver Wrote: [ -> ]Hi, the results so far are quite interesting, however, Im wondering, will there eventually be some kind of texture filtering, like something that would smoothen the background texture and other textures as well, that kind of thing so the textures will not be pixelated anymore? Also, how about those dark gray circles on the ground, those are game character shadows I suppose? Is there any way to tell how far is the emulator progress from getting into the point of showing the actual characters and maybe other things that still dont show up? Just wondering, other than that it looks pretty decent already and adorable, especially given the fact it is an actual commercial ps3 game on pc, so good job so far, developers! Big Grin Heart

Texture filtering and all that can be added when the emulator is capable of otherwise playing games without any major issues. For now, it's not important, and implementing graphical enhancements may actually make development harder. Eg "Does this graphical bug happen because of a core emulation issue, or because of FXAA + 16x AF + 2x scaling?"

Those shadows do belong to missing characters. Other bugs include heavy z-fighting, geometry that sometimes disappear for 1 frame, the wrong texture on the wrong object (for 1 frame), etc.

That will get fixed in time, when someone starts debugging it. For now I think the PPU recompiler and Spurs is more important. You can't test games at < 1 fps, and you may also want some more games to test (Spurs will probably make a lot more games run).

Just my 0,02$.
(04-23-2014, 06:05 PM)flashmozzg Wrote: [ -> ]
(04-21-2014, 05:07 PM)notq Wrote: [ -> ]
(04-21-2014, 03:59 PM)ssshadow Wrote: [ -> ]This game already scales to 8 cores. And we actually need to get games to run fast before we get them to run good, because you simply can't test anything with the 0,1 fps interpreter.

What do you mean it scales to 8 cores ? It not scale on my 12 core with two Xeon E5645. Only 6-8 load %.

4770K 3,9Ghz (4C8T) - ingame - 60% load - 0,7 fps
2600K 3,5Ghz (4C8T) - ingame - 67% load - 0,6 fps
2 X E5645 2,53Ghz (12C24T) - ingame - 8% load - 0,24 fps
2 X E5540 2.53Ghz (8C16T) - ingame - 17% load - 0,1 fps

Results on rpcs3 Git (2014/04/20) from emucr.com

I guess it's because only small part in code can be optimize for paralleling computate.
Try latest build.
http://www.emunewz.net/forum/showthread.php?tid=161382

With a last build

2 X E5645 2,53Ghz (12C24T) - ingame - 8% same load - but 1,20 fps


For 4770K it's ~1,7 fps but i've seen it before on Nekotekina branch builds.
a noob question here, but what needs to be done before you make the recompiler ?
(04-25-2014, 01:38 AM)meow Wrote: [ -> ]a noob question here, but what needs to be done before you make the recompiler ?

Mmm, maybe cellSpurs, cellGcm,OpenGL(it's RSX,or i'm mistaken?) little bit...i think?!
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