Open FatheredPuma81 opened 3 years ago
Yep, this is something very annoying that needs fixing. I think it's the JIT that's taking a noticeable amount of time to compile code blocks that are encountered when new enemies/areas/effects are being shown.
There's lots of space for improvement in the JIT, I did a first pass last month or so that cut the compile time by at least an half and I'm pretty sure it could be reduced even further.
Shader compilation could also be causing some lag, but I really think the JIT is the main culprit here.
I'm completely out of my depth, so bear with me I'm just throwing out "ideas". If it's only tied to visuals couldn't it be asynchronous? Kind of like what RPCS3 did with their shaders? https://www.youtube.com/watch?v=s7nFjhEf55U
Also. Play! seems to be improving quite a lot. Great work!
Sorry to hijack the thread. Looking at the following code
https://github.com/jpd002/Play--CodeGen/blob/master/src/Jitter_Optimize.cpp#L830
I have a few questions @jpd002 :
No clue if this is feasible, worth implementing, or if there is a better way of solving this issue, but some games such as Kingdom Hearts 2 would benefit greatly from some sort of shader/effects cache that persists through emulator restarts. Would help alleviate the very poor performance on game start. See 0:40 in video if you don't understand what I'm talking about. Game lags heavily when new effects are used.
W10 Ryzen 5 3600 GTX 1080
https://www.youtube.com/watch?v=FCyWqgxBL-I