Etiket arşivleri: performance

Dolphin Progress Report: March 2015

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Console add-ons and linking emulation are almost always difficult tasks. Worse yet, availability, software support, cost, and even popularity can limit the ability to get these hardware add-ons documented and emulated. While their are numerous examples spanning tons of consoles and their respective emulators, this month, we're talking about GameCube to Game Boy Advance Connectivity.

Timings and synchronization are a given on real hardware; games know how it's going to work and many expect it to always work perfectly. When it doesn't? Certain games break. Now imagine a synchronization task more complex than dualcore and netplay. That would be GBA to GCN connectivity.

When skidau took up the task of renovating Dolphin's connectivity to Visual Boy Advance-M, he knew that it would require not only work on the Dolphin side of things, but also VBA-M. Getting two completely different emulators to sync up (up to 5 instances!) and play nice was the heart of the issue. Months of prototype builds (over 60 total!) between Dolphin and VBA-M were tested and the best possible combination was chosen for high compatibility and reasonable performance. The result is Dolphin (and VBA-M) finally getting a taste of what this feature was like on console.

That, and much more, is featured in this month's progress report!

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Dolphin Progress Report: October 2014

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A single merger can represent days, months, or even years of work. Most of the commits are relatively small, but once in a while you get absolutely huge changes like Tev_Fixes_New or the GLSL rewrite that span across years between initial concept and merged code. There's a special sense of accomplishment when one of the long awaited changes finally show up in the emulator. The number of commits and the amount of code changed; neither of those indicators often tell of the trials faced by the contributor over the course of their journey.

And don't think that just because the code is merged that things are finished. Part of the purpose of having progress report is to put a spotlight on some of the latest and greatest changes. The users are the last line of defense against potential bugs, problems, and unintended consequences that often come with new features.


All of the latest features mentioned this month can be found in the latest development builds available here.


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Dolphin Progress Report: September 2014

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Optimizations seem to beget even more optimizations. It was big news when last month we got a nifty 26% boost in CPU performance, but somehow, two dedicated devs managed to top it this month. Not to be upstaged by Fiora , comex has dropped new features and two absolutely gigantic performance commits. By making tricky use of registers and native RET behavior, two of his merges alone result in a massive 16% performance boost to games.

Not to be outdone, Fiora has continued her rash of optimizations as well. If we were to include every single one this progress report may never end. So instead, she crunched some numbers with all the optimizations over the last two months put together.

Let's just admire that list for a moment. The Last Story is considered the most demanding game on Dolphin, requiring massive overclocks on even the strongest of machines. A 38% speedup is the difference between it being playable and choppy for users with powerful computers.

Star Wars Rogue Squadron II: Rogue Leader has a lot of problems, but MMU performance will be the least of them from now on. Fiora's optimization of how the JIT handles MMU games brings us huge speedups to every MMU title!

Of course, speed isn't everything for an emulator: Performance is pointless if the emulator does the rest of its job in a lackluster matter. Have no fear, we have new features and some critical bug fixes to go along with Dolphin's newfound speed!

All of the latest features mentioned this month can be found in the latest development builds available here.

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Dolphin Progress Report: August 2014

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This month, the story can't be anything else but CPU optimizations and fixes, after Fiora decided that if the code is in the JIT, she will make it faster. Nothing is safe from her. Since the end of July, Dolphin's JIT CPU core has seen a 26% performance boost in the Dolphin Benchmark. That is not a typo.

On the accuracy front, we've got some nifty changes that fix bugs going back to the beginning of time for Dolphin. Some ancient audio bugs bite the dust, some floating-point accuracy are ported into the JIT from the SoftwareFP branch, and we found out that some games are doing things they really shouldn't be doing. If you see a change that affects a game you're playing, remember that all of these changes can be found in the latest development builds!

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Dolphin Progress Report: July 2014

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In programming users usually don't see or care about what's going on on the inside all that much. All those boring code optimizations may make things easier for the developers and slowly improve the emulator, but hard-to-quantify changes are not exactly exciting. This month was full of those, with several hundred changes yet very little the general user would find interesting. Nevertheless, in the sea of code improvement, there are some real treasures: big performance improvements, some ancient bugs squashed, regression fixes, and some exciting new features to boot.


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Dolphin Progress Report: June 2014

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When an open source project is really working, things can move frighteningly fast. One developer can focus on a feature while others are reviewing the code and preparing it for merge, allowing things to move forward in a very streamlined fashion. This not only gets things done faster, but each coder can specialize in what they do best, producing the best possible product for the user base.

When things come together just right, months like this can happen. The June Progress Report is a massive monument to months of hard work put together by not one, but all of the people contributing to the project.


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Dolphin Progress Report: May 2014

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The single greatest mission of an emulator is the preservation of a console and its games. The Dolphin team has made a commitment to that, especially over the past two years. After nearly a decade of guesswork, hacks, and "good enough" emulation, the developers took a stand to strive for something greater. This change in goals has forced difficult decisions had to be made again and again.

This past month has been one filled with the benefits of working with an accuracy oriented mindset. Not only were there tons of fixes for popular games, but with those fixes also came increases to performance for those who wish to enjoy the Dolphin experience. This is why we keep trudging toward true accurate emulation, even when it means leaving some things behind.


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