Posts: 627
Threads: 101
Joined: Sep 2012
Reputation:
5
Is it just me or does the recompiler run slower than Interpreter 2. Afterburner climax, DBZ, etc. ... The FPS are all over the place and most of the times it runs slower... Do i need to install something specific so that the recompiler runs better? Or is it because of my pc?
My PC:
I5 4460
Nvidia Geforce GTX 970
Posts: 30
Threads: 0
Joined: Jan 2016
Reputation:
0
Same with Naruto Storm Generations, but if you wait few minutes it goes at full speed, but if you close the game it has to compile again
Posts: 138
Threads: 3
Joined: May 2015
Reputation:
7
It should be possible to cache some llvm structure.
Llvm ExecutionEngine (which hold compilation intermediate result and executable code) stores ObjectBuffer structure that seems to be storeable on disk. It looks like it contain most compilation data while still not being linked, which is exactly what we need for cache (symbol location can change when user restart rpcs3 so we need to be able to do the link process).
Unfortunately it's likely a lot of work to get it right so I don't expect it to be implemented soon.
Posts: 30
Threads: 2
Joined: Dec 2012
Reputation:
0
Are you going to add a JIT recompiler in the future? or it is not posible?
Posts: 627
Threads: 101
Joined: Sep 2012
Reputation:
5
01-23-2016, 10:57 PM
(This post was last modified: 01-23-2016, 10:58 PM by Ekaseo.)
I guess i give up on the recompiler for now... DBZ 3fps with recompiler on, 12fps with interpreter 2.... something is terribly wrong
Posts: 138
Threads: 3
Joined: May 2015
Reputation:
7
"PPU LLVM" is already a jit recompiler. As I said it could be improved by using cache mechanism and by sorting compilation unit by execution frequency. But it takes time to do.
Posts: 627
Threads: 101
Joined: Sep 2012
Reputation:
5
i tried the recompiler again on dbz, this time it didnt show me cellsynch errors and i got 21-30 fps... i tried the newest master branch