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Increase Maximum Vblank Rate and Clocks Scale

Allow x30 times the speed of vblank rate + clocks scale of original PS3.
In theory a 60 fps limit game which scales frame limit perfectly with vblank rate can be played at up to 1800 fps with this change.

And:
* Fixed lv2 sleep with Clocks Scaling
* Make these settings dynamicaly adjustable.
* Avoid code duplication
This commit is contained in:
Eladash 2020-01-29 22:42:41 +02:00 committed by GitHub
parent 1206a5d4b7
commit 92466165f6
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 8 additions and 11 deletions

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@ -253,13 +253,10 @@ public:
template<bool is_usleep = false>
static bool wait_timeout(u64 usec, cpu_thread* const cpu = {})
{
static_assert(UINT64_MAX / cond_variable::max_timeout >= g_cfg.core.clocks_scale.max, "timeout may overflow during scaling");
static_assert(UINT64_MAX / cond_variable::max_timeout >= 100, "max timeout is not valid for scaling");
// Clamp to max timeout accepted
const u64 max_usec = cond_variable::max_timeout * 100 / g_cfg.core.clocks_scale.max;
// Now scale the result
usec = (std::min<u64>(usec, max_usec) * g_cfg.core.clocks_scale) / 100;
// Clamp and scale the result
usec = std::min<u64>(std::min<u64>(usec, UINT64_MAX / 100) * 100 / g_cfg.core.clocks_scale, cond_variable::max_timeout);
extern u64 get_system_time();

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@ -502,12 +502,12 @@ namespace rsx
#endif
u64 start_time = get_system_time();
const u64 period_time = 1000000 / g_cfg.video.vblank_rate;
const u64 wait_sleep = period_time - u64{period_time >= host_min_quantum} * host_min_quantum;
// TODO: exit condition
while (!Emu.IsStopped() && !m_rsx_thread_exiting)
{
const u64 period_time = 1000000 / g_cfg.video.vblank_rate;
const u64 wait_sleep = period_time - u64{period_time >= host_min_quantum} * host_min_quantum;
if (get_system_time() - start_time >= period_time)
{
do

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@ -424,7 +424,7 @@ struct cfg_root : cfg::node
cfg::set_entry load_libraries{this, "Load libraries"};
cfg::_bool hle_lwmutex{this, "HLE lwmutex"}; // Force alternative lwmutex/lwcond implementation
cfg::_int<10, 1000> clocks_scale{this, "Clocks scale", 100}; // Changing this from 100 (percentage) may affect game speed in unexpected ways
cfg::_int<10, 3000> clocks_scale{this, "Clocks scale", 100, true}; // Changing this from 100 (percentage) may affect game speed in unexpected ways
cfg::_enum<sleep_timers_accuracy_level> sleep_timers_accuracy{this, "Sleep Timers Accuracy",
#ifdef __linux__
sleep_timers_accuracy_level::_as_host};
@ -504,7 +504,7 @@ struct cfg_root : cfg::node
cfg::_int<1, 1024> min_scalable_dimension{this, "Minimum Scalable Dimension", 16};
cfg::_int<0, 30000000> driver_recovery_timeout{this, "Driver Recovery Timeout", 1000000, true};
cfg::_int<0, 16667> driver_wakeup_delay{this, "Driver Wake-Up Delay", 1, true};
cfg::_int<1, 500> vblank_rate{this, "Vblank Rate", 60}; // Changing this from 60 may affect game speed in unexpected ways
cfg::_int<1, 1800> vblank_rate{this, "Vblank Rate", 60, true}; // Changing this from 60 may affect game speed in unexpected ways
struct node_vk : cfg::node
{