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<blockquote data-quote="justinweiss" data-source="post: 9242031" data-attributes="member: 391958"><p>Yeah, it's most likely the slow reads when the emulated PSX is accessing the CD. Async CD Access reads a little bit ahead and caches everything it sees for some amount of time, which helps. For example, this is why a move in Chrono Cross might stutter the first time, and then be fine from then on -- the second time, it's pulling from the in-memory cache, not from the SD card. We keep around 9.5 MB of cache, so most of the common stuff should be in there most of the time after the first read. With CD access on a thread, I've been wondering if pcsx could emulate it a bit more realistically, sending an interrupt when we have the data instead of waiting for the read to happen. That would take more knowledge than I have right now. though, and would probably break games.</p><p></p><p>Another thing that might cause stutters is the dynarec. I'm not too familiar with how it works, but I wonder if some of the stutters might be caused by the dynarec compiling new code as it's loaded. The compiled code should be kept around for a long time, so you wouldn't see the same stutters again until you reloaded.</p><p></p><p></p><p></p><p>Nope, but thanks for the gesture! The motivation is the fun of the work itself.</p><p></p><p>BTW, I wanted to recommend trying the recent nightlies (<a href="https://buildbot.libretro.com/nightly/nintendo/3ds/" target="_blank">https://buildbot.libretro.com/nightly/nintendo/3ds/</a>) -- jdgleaver has been doing some amazing work over the last few days improving performance on lower-end devices. There were some snes9x improvements to improve blending speed, and a few cores like snes9x2005/2005-plus got an "Auto" frameskip option that do a much better job of keeping smooth audio. I would guess there's more coming there too, there are some open PRs waiting.</p><p></p><p>All of my changes except for improved dithering performance are upstream now, so you wouldn't be missing anything if you downloaded a nightly and dropped the new pcsx core from this thread in there. And I'll probably open a PR for threaded rendering in a few days, once it has a little more time to settle. (Probably also good to try official builds, so any problems can be fixed before the next stable, whenever that happens to be)</p><p></p><p>Edit: Threaded rendering was merged, and should be in the next nightly.</p></blockquote><p></p>
[QUOTE="justinweiss, post: 9242031, member: 391958"] Yeah, it's most likely the slow reads when the emulated PSX is accessing the CD. Async CD Access reads a little bit ahead and caches everything it sees for some amount of time, which helps. For example, this is why a move in Chrono Cross might stutter the first time, and then be fine from then on -- the second time, it's pulling from the in-memory cache, not from the SD card. We keep around 9.5 MB of cache, so most of the common stuff should be in there most of the time after the first read. With CD access on a thread, I've been wondering if pcsx could emulate it a bit more realistically, sending an interrupt when we have the data instead of waiting for the read to happen. That would take more knowledge than I have right now. though, and would probably break games. Another thing that might cause stutters is the dynarec. I'm not too familiar with how it works, but I wonder if some of the stutters might be caused by the dynarec compiling new code as it's loaded. The compiled code should be kept around for a long time, so you wouldn't see the same stutters again until you reloaded. Nope, but thanks for the gesture! The motivation is the fun of the work itself. BTW, I wanted to recommend trying the recent nightlies ([URL]https://buildbot.libretro.com/nightly/nintendo/3ds/[/URL]) -- jdgleaver has been doing some amazing work over the last few days improving performance on lower-end devices. There were some snes9x improvements to improve blending speed, and a few cores like snes9x2005/2005-plus got an "Auto" frameskip option that do a much better job of keeping smooth audio. I would guess there's more coming there too, there are some open PRs waiting. All of my changes except for improved dithering performance are upstream now, so you wouldn't be missing anything if you downloaded a nightly and dropped the new pcsx core from this thread in there. And I'll probably open a PR for threaded rendering in a few days, once it has a little more time to settle. (Probably also good to try official builds, so any problems can be fixed before the next stable, whenever that happens to be) Edit: Threaded rendering was merged, and should be in the next nightly. [/QUOTE]
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