Forced MTGS to obey the max queued frames limit even when the frame limiter is disabled.

Fixes games becoming unresponsive to input commands in software rendering.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4452 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
ramapcsx2 2011-03-18 16:52:56 +00:00
parent a0396f9654
commit a698e2ff5d
1 changed files with 7 additions and 1 deletions

View File

@ -152,7 +152,13 @@ void SysMtgsThread::PostVsyncEnd()
// in the ringbuffer. The queue limit is disabled when both FrameLimiting and Vsync are
// disabled, since the queue can have perverse effects on framerate benchmarking.
if ((AtomicIncrement(m_QueuedFrameCount) < EmuConfig.GS.VsyncQueueSize) || (!EmuConfig.GS.VsyncEnable && !EmuConfig.GS.FrameLimitEnable)) return;
// Edit: It's possible that MTGS is that much faster than the GS plugin that it creates so much lag,
// a game becomes uncontrollable (software rendering for example).
// For that reason it's better to have the limit always in place, at the cost of a few max FPS in benchmarks.
// If those are needed back, it's better to increase the VsyncQueueSize via PCSX_vm.ini.
// (The Xenosaga engine is known to run into this, due to it throwing bulks of data in one frame followed by 2 empty frames.)
if ((AtomicIncrement(m_QueuedFrameCount) < EmuConfig.GS.VsyncQueueSize) /*|| (!EmuConfig.GS.VsyncEnable && !EmuConfig.GS.FrameLimitEnable)*/) return;
m_VsyncSignalListener = true;
//Console.WriteLn( Color_Blue, "(EEcore Sleep) Vsync\t\tringpos=0x%06x, writepos=0x%06x", volatize(m_ReadPos), m_WritePos );