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(07-11-2014, 07:23 PM)androidlover Wrote: hey just poking in to see how z-culling is going and the status on the textures/flickering?
I don't think anyone is working on it. In the grand scheme of things it not really that important, for now.
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I must say, performance in general has improved quite a bit. It wasn't long ago that this scene barely reached 1 fps for me, at the lowest resolution, no sprites.
And now:
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Not bad, averaging about 21 fps and a semi stable graphics. I can see this totally being playable in another year or two.
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It works now on dx12,but it's slow. The game runs at 5 fps in the main hub, which is twice or 3x time the performance of gl but still unplayable.
Using vs profiler the bottleneck is in ppc emulation (using ppu interp 2, doesn't work with llvm atm), 50% of time is spent there, then around 20% in spu and 10 in rsx emulation.
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I got it run around 10 fps in in the castle with dx12 and recompilers. Actually between 8 and 12 fps, it varies a lot and I don't know why, even in cutscene ; but the variation may hint at some synchronisation issues, maybe a thread slowing down others.
I think rpcs3 is getting really close to playable state for this game though.
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(09-25-2015, 08:25 PM)vlj Wrote: I got it run around 10 fps in in the castle with dx12 and recompilers. Actually between 8 and 12 fps, it varies a lot and I don't know why, even in cutscene ; but the variation may hint at some synchronisation issues, maybe a thread slowing down others.
I think rpcs3 is getting really close to playable state for this game though.
The game at least used to be a factor 10 faster at the first tutorial battle (so 3 fps vs 0,3 or what is used to be), someone should check if 60 fps is possible there now.
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It's between 25 and 45 fps in battle, with some peaks to 65 fps.
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11-13-2015, 06:58 PM
(This post was last modified: 11-13-2015, 06:59 PM by Gundark.)
Have anyone tried this recently? Intro videos are not showing but the sound is heard in both dx12 and Ogl. In builds from two months ago everything is fine.