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STV speed hit
#307281 - 04/14/13 04:08 PM
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Anyone know in what revision the (relatively?) recent speedhit to the STV driver went in? I just fired up Cotton Boomerang and it's ~68-81% speed on my 4.4ghz 2500k. I'm guessing it's an accuracy/sync change as my CPU aren't being maxed.
Just wondering. Thanks. - PF
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R. Belmont |
Cuckoo for IGAvania
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Re: STV speed hit
[Re: Pr3tty F1y]
#307323 - 04/15/13 06:21 PM
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I don't see such a perf drop, and an all-2D game like CB shouldn't lag on a system like that anyway, unless you disabled the recompiler (ie, comment out SH2_USE_DRC in sh2comn.h).
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Re: STV speed hit
[Re: Pr3tty F1y]
#307332 - 04/15/13 07:44 PM
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> Anyone know in what revision the (relatively?) recent speedhit to the STV driver went > in? I just fired up Cotton Boomerang and it's ~68-81% speed on my 4.4ghz 2500k. I'm > guessing it's an accuracy/sync change as my CPU aren't being maxed. > > Just wondering. Thanks. - PF
I just tried it myself using mame148u3 and now the game runs at 50%. I know this game ran 100% on this desktop system so I would try mame 148 or mame 147. Hope it's a bug and will be fixed in the next release.
Edit: I just tried it again and it does lag during demo but when I actually play the game it jumps back to 100% it did drop a little but stayed pretty much at 100%
Edited by joey35car (04/15/13 07:48 PM)
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Re: STV speed hit
[Re: Pr3tty F1y]
#307354 - 04/16/13 12:55 AM
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Happens here too on my 3.6
They did play at 100% and now about 35-50%
Edited by Jason (04/16/13 12:55 AM)
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Re: STV speed hit
[Re: Jason]
#307368 - 04/16/13 05:59 AM
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Well it must of regressed from 148 to 148u3. Plays full speed on mame64_148. When using Mame148u3 the demo and after stages it plays around 50% but when the level starts it jumps back to pretty much 100% so something happened. Hopefully it will be fixed on the next release.
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Re: STV speed hit
[Re: joey35car]
#307374 - 04/16/13 10:49 AM
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> Well it must of regressed from 148 to 148u3. Plays full speed on mame64_148. When > using Mame148u3 the demo and after stages it plays around 50% but when the level > starts it jumps back to pretty much 100% so something happened. Hopefully it will be > fixed on the next release.
Can't you be more specific?
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Re: STV speed hit
[Re: ]
#307377 - 04/16/13 01:47 PM
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> > Well it must of regressed from 148 to 148u3. Plays full speed on mame64_148. When > > using Mame148u3 the demo and after stages it plays around 50% but when the level > > starts it jumps back to pretty much 100% so something happened. Hopefully it will > be > > fixed on the next release. > > Can't you be more specific?
I've researched this some.. it seems to be a valid performance hit and it seems to boil down to some rewrites that happened just after 0.148u2 was released. I don't think simple reverting of code is the answer, however.
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R. Belmont |
Cuckoo for IGAvania
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Re: STV speed hit
[Re: Tafoid]
#307389 - 04/16/13 04:59 PM
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> I've researched this some.. it seems to be a valid performance hit and it seems to > boil down to some rewrites that happened just after 0.148u2 was released. I don't > think simple reverting of code is the answer, however.
Which rewrites? Because a perf loss of that magnitude is definitely a thing.
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Re: STV speed hit
[Re: R. Belmont]
#307392 - 04/16/13 05:08 PM
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> > I've researched this some.. it seems to be a valid performance hit and it seems to > > boil down to some rewrites that happened just after 0.148u2 was released. I don't > > think simple reverting of code is the answer, however. > > Which rewrites? Because a perf loss of that magnitude is definitely a thing.
I was r21002 as a strong possibility.. replaced a section of code from before/after and noticed most of my speed returned (regarding "get_window_pixel" routine).
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Re: STV speed hit
[Re: Tafoid]
#307446 - 04/17/13 05:24 PM
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Well hopefully they will rewrite it and not forgot about it so it doesn't fall through the cracks.
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Kale |
Il Sindaco
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Re: STV speed hit
[Re: R. Belmont]
#307675 - 04/23/13 01:26 AM
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> > I've researched this some.. it seems to be a valid performance hit and it seems to > > boil down to some rewrites that happened just after 0.148u2 was released. I don't > > think simple reverting of code is the answer, however. > > Which rewrites? Because a perf loss of that magnitude is definitely a thing.
Window effect rewrite, yes.
But anyway, one of the things that must be done is a complete rewrite of VDP1/2, if I ever get around in taking inspiration in working with MAME/MESS anymore ...
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