mirror of https://github.com/PCSX2/pcsx2.git
0b62c17d9c
- 0: no multi-threading - 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook - 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads - 3: small fps increase - 4+: even smaller. If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks. Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288 |
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3rdparty | ||
bin | ||
cmake | ||
common | ||
debian-unstable-upstream | ||
debian-upstream | ||
fps2bios | ||
linux_various | ||
locales | ||
nsis | ||
pcsx2 | ||
plugins | ||
tools | ||
CMakeLists.txt | ||
build-plugins.sh | ||
build.rb | ||
clean_msvc.cmd | ||
pcsx2-codeblocks.workspace | ||
pcsx2_suite_2008.sln | ||
pcsx2_suite_2010.sln | ||
rebuild.sh |