PPU LLVM issue - Printable Version +- RPCS3 Forums (https://forums.rpcs3.net) +-- Forum: Support & Issues (https://forums.rpcs3.net/forumdisplay.php?fid=17) +--- Forum: Support (https://forums.rpcs3.net/forumdisplay.php?fid=18) +--- Thread: PPU LLVM issue (/showthread.php?tid=174064) Pages:
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RE: PPU LLVM issue - Ekaseo - 01-22-2016 Is it just me or does the recompiler run slower than Interpreter 2. Afterburner climax, DBZ, etc. ... The FPS are all over the place and most of the times it runs slower... Do i need to install something specific so that the recompiler runs better? Or is it because of my pc? My PC: I5 4460 Nvidia Geforce GTX 970 RE: PPU LLVM issue - tambre - 01-22-2016 (01-22-2016, 04:00 PM)Ekaseo Wrote: Is it just me or does the recompiler run slower than Interpreter 2. Afterburner climax, DBZ, etc. ... The FPS are all over the place and most of the times it runs slower... Do i need to install something specific so that the recompiler runs better? Or is it because of my pc? It's simply the recompiler. It needs to recompile and optimize a lot of code, which sometimes could be a lot of slower than simply interpreting the code. RE: PPU LLVM issue - Kristiqn5 - 01-22-2016 Same with Naruto Storm Generations, but if you wait few minutes it goes at full speed, but if you close the game it has to compile again RE: PPU LLVM issue - vlj - 01-23-2016 It should be possible to cache some llvm structure. Llvm ExecutionEngine (which hold compilation intermediate result and executable code) stores ObjectBuffer structure that seems to be storeable on disk. It looks like it contain most compilation data while still not being linked, which is exactly what we need for cache (symbol location can change when user restart rpcs3 so we need to be able to do the link process). Unfortunately it's likely a lot of work to get it right so I don't expect it to be implemented soon. RE: PPU LLVM issue - iplayemugames - 01-23-2016 Are you going to add a JIT recompiler in the future? or it is not posible? RE: PPU LLVM issue - tambre - 01-23-2016 (01-23-2016, 06:43 PM)iplayemugames Wrote: Are you going to add a JIT recompiler in the future? or it is not posible? But have the LLVM JIT recompiler right now? And optimization and speed improvements like many other things will probably be coming in many years. Currently speed seems to be quite OK, with the new DX12 backend. RE: PPU LLVM issue - Ekaseo - 01-23-2016 I guess i give up on the recompiler for now... DBZ 3fps with recompiler on, 12fps with interpreter 2.... something is terribly wrong RE: PPU LLVM issue - vlj - 01-23-2016 "PPU LLVM" is already a jit recompiler. As I said it could be improved by using cache mechanism and by sorting compilation unit by execution frequency. But it takes time to do. RE: PPU LLVM issue - Ekaseo - 01-24-2016 i tried the recompiler again on dbz, this time it didnt show me cellsynch errors and i got 21-30 fps... i tried the newest master branch RE: PPU LLVM issue - tambre - 01-24-2016 (01-24-2016, 10:39 AM)Ekaseo Wrote: i tried the recompiler again on dbz, this time it didnt show me cellsynch errors and i got 21-30 fps... i tried the newest master branch What did you use before then? |