05-28-2020, 07:20 AM
(05-27-2020, 11:05 PM)sum2012 Wrote: Yes, last fast (60fps) is 8263c3b (with revert 2930946)OK, it would be helpful to have a log at DEBUG level when the performance is low. I do not need the DEBUG level from the beginning, only enable it when reaching the low performance screens and just keep it for 2 or 3 seconds.
first slow is 8afa36f
The slow commit is https://github.com/jpcsp/jpcsp/commit/8a...6c13553e43
(05-27-2020, 03:53 PM)gid15 Wrote:(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7zCould you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?
According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list
I just need to see how one screen is being rendered in detail.
Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log