Stop PCSX2's duplicate frame setting from halving the framerate - #5
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Stop PCSX2's duplicate frame setting from halving the framerate#5Zulux91 wants to merge 1 commit into
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SkipDuplicateFrames in PCSX2 means "do not present a frame identical to the last one". It is harmless there and on by default, which is why Settings defaults it to true. RPCS3 has no equivalent, and the bridge mapped it onto Enable Frame Skip, which means something completely different: drop one frame in every two, unconditionally. So every game presented at half the rate the guest asked for, on a fresh install, with nothing touched. It also made the frameskip row in the in-game menu useless, because applyToInner pushes the explicit frameskip first and this key afterwards, so this one always won no matter what you picked. Measured on Mirror's Edge, which asks for 30 flips a second. SurfaceFlinger was presenting 15.0 fps, one frame every 66.65 ms, rock steady. The RSX thread reported 0-5% load with six of eight cores idle, which is what sent me looking for a performance problem that was never there. With the mapping gone it sits at 30.0 fps, 33.32 ms. Dropped rather than remapped. Frameskip belongs to the explicit control, which is the one the user actually set.
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SkipDuplicateFrames in PCSX2 means "do not present a frame identical to the last one". It is harmless there and on by default, which is why Settings defaults it to true. RPCS3 has no equivalent, and the bridge mapped it onto Enable Frame Skip, which means something completely different: drop one frame in every two, unconditionally.
So every game presented at half the rate the guest asked for, on a fresh install, with nothing touched. It also made the frameskip row in the in-game menu useless, because applyToInner pushes the explicit frameskip first and this key afterwards, so this one always won no matter what you picked.
Measured on Mirror's Edge, which asks for 30 flips a second. SurfaceFlinger was presenting 15.0 fps, one frame every 66.65 ms, rock steady. The RSX thread reported 0-5% load with six of eight cores idle, which is what sent me looking for a performance problem that was never there. With the mapping gone it sits at 30.0 fps, 33.32 ms.
Dropped rather than remapped. Frameskip belongs to the explicit control, which is the one the user actually set.