mirror of https://github.com/PCSX2/pcsx2.git
GIF: Adjusted intermittent mode split of large packets
Should be a bit more performant now in games like Tekken Tag Adjusted for The Suffering
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@ -278,10 +278,11 @@ static u32 WRITERING_DMA(u32 *pMem, u32 qwc) {
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if (gifRegs.stat.IMT)
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if (gifRegs.stat.IMT)
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{
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{
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// Splitting by 8qw can be really slow, so on bigger packets be less picky.
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// Splitting by 8qw can be really slow, so on bigger packets be less picky.
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// Some games like Wallace & Gromit like smaller packets to be split correctly, hopefully with little impact on speed.
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// Games seem to be more concerned with other channels finishing before PATH 3 finishes
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// 68 works for W&G but 128 is more of a safe point.
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// so we can get away with transferring "most" of it when it's a big packet.
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if (qwc > 128)
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// Use Wallace and Gromit Project Zoo or The Suffering for testing
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qwc = std::min(qwc, 1024u);
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if (qwc > 64)
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qwc = qwc-64;
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else
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else
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qwc = std::min(qwc, 8u);
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qwc = std::min(qwc, 8u);
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}
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}
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