04-27-2021, 11:29 AM -
I've been struggling to understand optimal settings to a point that dont allocate more cores/threads than needed to emulation.
Hope to have some opinions of the works of RPCS3 in what is what.
For what I find is this. ( in AMD Ryzen 5 2600 6c/12t - with Gran Turismo 5 ) . I know that isnt powerfull cpu.
LLVM cores : Switching between 4, 6 and 8 , beeing 4 the sluggish performance ... beeing 6 more optimal, 8 is CPU burst intensive...
SPU Threads : Set to MEGA with 2 threads, more performance constrain, less FIFO desync, less shuttering., setting to 4, increases raw performance(FPS), but much more shuttering, Fifo desync
SHADERS: Set to 6 and 8, I think is ways of RPCS3 compensate the CELL processing power, this needs enough threads to feed SPU emulation, 6 = minimal, 8 = optimal, >8 = notice to cause overhead on SPU emulation to a point that freezes/stall RPCS3 virtualization...
SPURS Threads : set to 4 .... less than 4 gives poor perfomance, more than 4 gives random freezes.
Now, since there is a sequence of instructions that needs to be sent in correct order and timming. but we need a "buffer" for those intructions to parse and compile, it relates to CPU power and system latency. ( drivers, ram speed, cpu cache speed, etc )
Driver Wake, set to 250u got some stability, changing to 600u, it sacrificed performance( not the best smooth experience), but yet, much less random freezes.
In the end we have to allocate cores and threads to:
LLVM Cores
SPU Threads
Shader Threads
SPURS Threads
and RSX ?
Which is best to allocate cores and threads in a limiting scenario ?
the RSX processing, that i really don't know if it uses LLVM cores or SPU threads .... or Shaders Threads, or anything outside of these configurations. is it fixed 2 threads ?
And whats the diference between Rpcs3 Scheduler and Rpcs3 Scheduler Alternative, how impact have on core/threads order of execution?
Hope to have some opinions of the works of RPCS3 in what is what.
For what I find is this. ( in AMD Ryzen 5 2600 6c/12t - with Gran Turismo 5 ) . I know that isnt powerfull cpu.
LLVM cores : Switching between 4, 6 and 8 , beeing 4 the sluggish performance ... beeing 6 more optimal, 8 is CPU burst intensive...
SPU Threads : Set to MEGA with 2 threads, more performance constrain, less FIFO desync, less shuttering., setting to 4, increases raw performance(FPS), but much more shuttering, Fifo desync
SHADERS: Set to 6 and 8, I think is ways of RPCS3 compensate the CELL processing power, this needs enough threads to feed SPU emulation, 6 = minimal, 8 = optimal, >8 = notice to cause overhead on SPU emulation to a point that freezes/stall RPCS3 virtualization...
SPURS Threads : set to 4 .... less than 4 gives poor perfomance, more than 4 gives random freezes.
Now, since there is a sequence of instructions that needs to be sent in correct order and timming. but we need a "buffer" for those intructions to parse and compile, it relates to CPU power and system latency. ( drivers, ram speed, cpu cache speed, etc )
Driver Wake, set to 250u got some stability, changing to 600u, it sacrificed performance( not the best smooth experience), but yet, much less random freezes.
In the end we have to allocate cores and threads to:
LLVM Cores
SPU Threads
Shader Threads
SPURS Threads
and RSX ?
Which is best to allocate cores and threads in a limiting scenario ?
the RSX processing, that i really don't know if it uses LLVM cores or SPU threads .... or Shaders Threads, or anything outside of these configurations. is it fixed 2 threads ?
And whats the diference between Rpcs3 Scheduler and Rpcs3 Scheduler Alternative, how impact have on core/threads order of execution?
This post was last modified: 04-27-2021, 11:36 AM by Kn0xx.