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[GH-ISSUE #4508] Emulation reduced to ~20% of previous speed, since v0.9.5-251-g345a4cc #1842
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starred/ppsspp#1842
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Originally created by @Elwood89 on GitHub (Nov 11, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4508
Hello!
On my S3 (Exynos/ Mali400) one of the commits between v0.9.5-245-gb310edc and v0.9.5-251-g345a4cc (there are no builds in between) made most games run much slower than before, about 1/5 of previous performance (ie. Wipeout runs 7 fps instead of 30-40). Heck, even the gray save screens are running at 6-7 fps ;).
Maybe this is known to you, as I see that you are working hard on the ARM JIT, and perhaps this is intentional, but since noone posted about this I decided to make an issue.
The changes between 9.5-245 and 9.5-251 were:
@hrydgard commented on GitHub (Nov 11, 2013):
Thanks for reporting. Certainly not intended, I will investigate soon.
@hrydgard commented on GitHub (Nov 11, 2013):
Do you have this speed issue in all games or just some? If so which ones?
@jbakach commented on GitHub (Nov 11, 2013):
I notice that in all games, the games become too slow.
@Elwood89 commented on GitHub (Nov 11, 2013):
The most demanding games took the biggest hit:
Wipeout 35>7 fps
GOW (menu) 18> 4 fps
Locoroco 60>30
Ridge Racer 60>20-50fps
Daxter seems unaffected (30/30 fps)
Cars 1 - a bit slower, 10% maybe
The common "system" load/save screens are 7-8 fps in all games that use them.
@Fei-Lix commented on GitHub (Nov 11, 2013):
I noticed this issue since that build was released and wanted to report it but I was thinking it might be a intended commit because I heard that second caching is disabled so it means expectedly it'll reduced a major % of speed.
I tested:
Hatsune Miku Project extend = at selecting menu (Free Play, DIVA Room, Rhythm Game, etc.) 85-100% into 45-54%.
title menu seems fairly still at the same speed.
PV seems still at the same speed?
@hrydgard commented on GitHub (Nov 11, 2013):
I pushed a couple of experimental reverts, should result in a couple new builds to test to verify that it's not the texture hashing.
@hrydgard commented on GitHub (Nov 11, 2013):
@RinkuFO , any big slowdown like that would be unintended. Sometimes we make changes that don't affect the devices we have or the games we test and don't notice that it slowed down other things. So reports like this are very useful.
I'm not seeing anything like a to-20% slowdown myself.
@hrydgard commented on GitHub (Nov 11, 2013):
However I did notice that @unknownbrackets 's handcoded NEON texture hash is actually very slow. Code looks fine so no clue why, but I disabled it until we can investigate. Hope that that was the same problem you had.
@unknownbrackets commented on GitHub (Nov 11, 2013):
For me, the handcoded one was faster (profiled several times.) So maybe it depends on the cpu?
Note that the function itself always takes a lot of time, either way.
-[Unknown]
@unknownbrackets commented on GitHub (Nov 11, 2013):
What timing are you getting in the two versions?
-[Unknown]
@hrydgard commented on GitHub (Nov 11, 2013):
With the handcoded texture hash, Wipeout when just out of the starting line on the first track runs at 27% on my nVidia Shield. With the other texture hash, it runs at 65-70%. So a pretty dramatic difference, something must be subtly broken.
@hrydgard commented on GitHub (Nov 11, 2013):
My guess would be that it runs fast but one of the working registers is not cleared properly so it will end up mismatching hashes, creating too many textures.
Does that really zero the full quad? I don't really know neon assembly language very well so I'm not sure.
@hrydgard commented on GitHub (Nov 11, 2013):
Ah, the second d2 should be d3.
@hrydgard commented on GitHub (Nov 11, 2013):
Fixed it.
@unknownbrackets commented on GitHub (Nov 11, 2013):
Ah, darn it. I was only testing hashing speed not invalidation... (my main test case was a video that invalidated every single frame.)
-[Unknown]
@hrydgard commented on GitHub (Nov 11, 2013):
Closing this as the problem is most likely fixed. @Elwood89 , please report here and reopen if you see it again.
@Elwood89 commented on GitHub (Nov 12, 2013):
Correct, the problem is fixed, thank you!
@Fei-Lix commented on GitHub (Nov 12, 2013):
@hrydgard sorry late reply, the problem is also fixed here, thanks!