#141  
Old 11th December 2014, 07:12 PM
V1del V1del is offline
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Only thing I see is that someone added link time optimization - probably in accordance to the other makefiles - do you think that this could cause such a difference?

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Originally Posted by Ambient_Malice View Post
I have no clue why, but the 64 bit version of m64p runs Naboo/Infernal much better than the 32 bit version, particularly in dynarec mode. Both games suffer extreme rendering errors resulting in geometry flickering and portals rendering incorrectly, but the 64 bit version is completely unaffected. I've mentioned this fact on the mupen64plus google group, along with my RSP findings. Hopefully this results in some improvements.
As mentioned on the group, this one's rather easy to explain, the 64-bit dynarec is different from the 32-bit dynarec as it has to compile to a slightly different architecture, chances that there are some fixes/bugs in there the 32bit dynarec doesn't have and vice versa are pretty high

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I think the m64p team need to set up a proper automated build system, because the bitbucket thing is just... there. Chugging along like some ghostly compiler attempting to fulfill the dying wish of its creators. There's no way to download old binaries for testing, which is particularly annoying for obsessives like me.
I just checked the commit logs and it does seem like ecsv still keeps it updated and stuff, there where some things he definitely did manually not too long ago, so it probably isn't outdated. And it's git you most definitely can download older builds. Bitbuckets webinterface just isn't that much use, you'd have to use a git client and checkout the revision at a certain point in time to get the build from that date (in retrospect, now it makes sense why the repository download is mentioned as being 190MB, the whole repo is actually that big because of course the file history remains, it just starts to download whatever, maybe use the branch -> master download on your next try as I don't know WHAT it actually downloads if you click that repository link ) that said a git-bisect to figure out when exactly the regression happened would be really cool.

I tested Indiana now and I definitely don't have that big of a slowdown with SSSE3 compared to SSE2 BUT it also isn't any particularly faster with it (used z64gl and indiana (U) to test, maybe the game version also makes some difference?)

Last edited by V1del; 11th December 2014 at 08:22 PM.
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  #142  
Old 11th December 2014, 08:09 PM
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RPGMaster RPGMaster is offline
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I think making a 64 bit dynarec is significantly easier. More registers, and it's not a hassle doing 64 bit operations. So I'm not surprised that it works better.

I highly doubt LTO caused the speed regression. I think someone else should try compiling it. Maybe I'll give it a try, but i give up easily .
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  #143  
Old 28th December 2014, 05:17 AM
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Melchior Melchior is offline
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Quote:
Originally Posted by RPGMaster View Post
I think making a 64 bit dynarec is significantly easier. More registers, and it's not a hassle doing 64 bit operations. So I'm not surprised that it works better.

I highly doubt LTO caused the speed regression. I think someone else should try compiling it. Maybe I'll give it a try, but i give up easily .
Any chance PJ64 will get an upgrade to 64bit some day? loi =D


ps(semi-off-topic):
I finally got my self a copy of Windows XP Professional 64bit SP2 off of eBay the week before and got it up to speed with all updates drivers etc its working great, I can finally make the full use of this OLD LAN center Gaming rig(mobo is 2006-2007,) specs are in the updated signature.
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  #144  
Old 28th December 2014, 10:12 AM
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Quote:
Originally Posted by Melchior View Post
Any chance PJ64 will get an upgrade to 64bit some day? loi =D
That's up to zilmar, not me . I doubt it's on his priority list though.
Quote:
Originally Posted by Melchior View Post
ps(semi-off-topic):
I finally got my self a copy of Windows XP Professional 64bit SP2 off of eBay the week before and got it up to speed with all updates drivers etc its working great, I can finally make the full use of this OLD LAN center Gaming rig(mobo is 2006-2007,) specs are in the updated signature.
Cool . I wouldn't recommend using XAudio2 on XP, since it's apparently layered on top of Direct Sound, in XP. Luckily you get to enjoy older software though.
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  #145  
Old 28th December 2014, 08:48 PM
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Melchior Melchior is offline
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thx ^_^.....
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CPU: AMD FX-9590 4.7GHz 8-core
CPU Instructions: MMX, SSE1-4
Motherboard: Asus SABERTOOTH 990FX R2.0
GPU: nVidia GTX 1070 Ti 8GB
GFX Drivers: Nvidia v441.66
OS: Windows 7 Ultimate 64-bit SP1
RAM: 32GB Kingston 1866MHz DDR3

Favorite Emulators:
PS2 : PCSX2 (Auto-Builds)
SNES : ZSNES

My PJ64 setup:
EXE : v2.4.0.1114
GFX : Project64-Video (v2.2.0.1114)
SPU : AziAudioNEW (v0.70)(2017-09-14)
INPUT : NRage(v2.5.3.1114)
RSP : RSP (v1.7.4.1114)
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  #146  
Old 6th November 2016, 04:37 PM
NickG NickG is offline
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Hi guys im a new member here.I have project 64 2.1 and i want ask something!!!

i have goldeneye 007 europe , but do not run very good,in some levels goldeneye is slower,i fix the problem in the goldeneye settings

i set the Vi Refresh Rate to - 1850 and AI Count Per Byte to 600....

the golden eye after that run better and more correctly

this settings may burn my graphic card or destroy my software and hardware system my PC?
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  #147  
Old 6th November 2016, 05:06 PM
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1337 1337 is offline
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You might want to take a stab at the 2.3 build instead of 2.1.....
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