Will 4.5GHz on a Haswell CPU be ennough to get fullspeed on R&C?
#31
I'm not sure about that...I had tons of things running while doing those test.
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#32
You could figure out how much of your processor was used while testing the game by checking the EE value. I had only about 60-75% EE usage while playing the game, I also had a browser open at that time.
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#33
One other possible reason could the the pcsx2\gsdx version used.
I was using
PCSX2 1.3.0-20141214122240 - compiled on Dec 14 2014
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#34
I was using the 1.2.1 stable version, that might have caused the performance increase. Who knows ? The dev builds might have been faster or slower. Though, there are much factors into consideration for accurate comparison.
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#35
Stable is usually faster, so that must have been it.
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#36
This is while 51 processes are running(excluding pcsx2)


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#37
(02-10-2015, 07:00 PM)ssakash Wrote: I was using the 1.2.1 stable version, that might have caused the performance increase. Who knows ? The dev builds might have been faster or slower. Though, there are much factors into consideration for accurate comparison.

(02-02-2014, 02:20 PM)Bositman Wrote: The PCSX2 executable has been built and tested with PGO optimizations enabled so it will be an extra 10% faster over regular SVN builds.
http://forums.pcsx2.net/Thread-PCSX2-1-2-0-released

(02-10-2015, 03:20 PM)ssakash Wrote: 0 threads - 38 fps
1 thread - 46 fps
2 threads - 57 fps
3 threads - 61 fps
4 threads - 67 fps
It's about the same for me but, I do notice a increase when extra rendering threads is set above 4.

Do you enable MTVU? Could you please post the results when you use more than 4 extra rendering threads? I want to know the point of diminishing returns. Thank you.
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#38
In my tests > 4 is the land of diminishing returns. Yet I have a 6 core, it might be different on an 8.
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#39
(02-10-2015, 09:16 PM)Blyss Sarania Wrote: In my tests > 4 is the land of diminishing returns. Yet I have a 6 core, it might be different on an 8.

Technically your cpu has 6 integer cores, but only 3 fpus. That could limit it's ability to handle a lot of rendering threads, if they do a lot of floating point math.
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#40
(02-10-2015, 09:16 PM)Blyss Sarania Wrote: In my tests > 4 is the land of diminishing returns. Yet I have a 6 core, it might be different on an 8.

That kinda falls in line with my admittedly-non-technical theory that anything over 50% of your total threads is too much. Smile
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