(03-24-2016, 03:17 PM)kd-11 Wrote: EDIT: By the way, the log kills performance. If you need to test framerate, you can set the log level to error or higher and see if it helps.
Thank you. it is much better! Previously, instead of only sounds were the crackle and clicks
Now it works almost as expected.
Possible problem in my weak CPU
Although it seems to me that the sound of the menu and the other, who are cut off as if played too fast, so it turns out (incorrectly determined stream format?)
---
Rev.Emu: cf402c89
Setting:
PPU -Interpreter 2
SPU - Recompiler (ASMJIT)
Render - OpenGL
Audio - XAudio2
First off, Thank you for your input, It's a great help!
Secondly, Yes the log kills RPCS3 as it has to compute the output, of which the game throws the same command due to it failing over and over and it kills performance, Put logs to nothing then use xaudio and it's then playable but audio may be a lle so play around with the lles like Cellaudio and Wmadec
I think it's already mentioned that hardware facing libraries aren't going to improve/change anything. At best they may avoid a crash and do nothing and usually they'll just crash the emulator.
From reading the docs, cellAudio communicates with an OS process called AudioServer, which does final audio delivery. Such things aren't emulated by RPCS3, so I'd be suprised if it'd work.
(03-24-2016, 03:17 PM)kd-11 Wrote: EDIT: By the way, the log kills performance. If you need to test framerate, you can set the log level to error or higher and see if it helps.
Thank you. it is much better! Previously, instead of only sounds were the crackle and clicks
Now it works almost as expected.
Possible problem in my weak CPU
Although it seems to me that the sound of the menu and the other, who are cut off as if played too fast, so it turns out (incorrectly determined stream format?)
---
Rev.Emu: cf402c89
Setting:
PPU -Interpreter 2
SPU - Recompiler (ASMJIT)
Render - OpenGL
Audio - XAudio2
First off, Thank you for your input, It's a great help!
Secondly, Yes the log kills RPCS3 as it has to compute the output, of which the game throws the same command due to it failing over and over and it kills performance, Put logs to nothing then use xaudio and it's then playable but audio may be a lle so play around with the lles like Cellaudio and Wmadec
I think it's already mentioned that hardware facing libraries aren't going to improve/change anything. At best they may avoid a crash and do nothing and usually they'll just crash the emulator.
From reading the docs, cellAudio communicates with an OS process called AudioServer, which does final audio delivery. Such things aren't emulated by RPCS3, so I'd be suprised if it'd work.