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Pcsx2 extra rendering threads
Pcsx2 extra rendering threads











  1. #Pcsx2 extra rendering threads software
  2. #Pcsx2 extra rendering threads code

The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang). Again 2 same solution for worker threads. Pit the thread to sleep (core can do others stuff but higher latency). It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). Pcsx2 1.2.1 (pcsx2 r5875) Playing Winback: Covert Operation on a Ps2 emulator. Polling (burn cpu but less latency and can't use core for an extra work). You also could help since PCSX2 has no active dynarec developers.

#Pcsx2 extra rendering threads software

GSdx in software rendering can use extra processing threads / cores for a moderate speedup. For the GPU, they have to be staged into a texture cache, which needs to be notified of any texture updates somehow or another. It isnt working with every game but most titles will be fine. And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads). Main reason why PCSX2 software rendering is better is because software mode is coherent automatically, since it can use the textures directly out of memory. Another thing I suggest trying is switching to the latest development build and trying out the OpenGL renderer.

pcsx2 extra rendering threads

If you're going to do this, be sure to set your 'Extra rendering threads' option to something like 4 or 5 so that PCSX2 takes advantage all of those threads your CPU has. The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". It recommends to switch to a software renderer. You could have used a simple timer instead. You are delegating all of the thread's work to the main thread, rendering the worker thread useless. hardware mode will be ok for the rest of the game. This is a complete misuse of a worker thread. For the GPU, they have to be staged into a texture cache, which needs to be notified of any texture updates somehow or another. The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's). if you are talking about the tanker part, best is to use software mode + 3 extra rendering threads. Main reason why PCSX2 software rendering is better is because software mode is coherent automatically, since it can use the textures directly out of memory.

pcsx2 extra rendering threads

#Pcsx2 extra rendering threads code

Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit.), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores ).













Pcsx2 extra rendering threads