Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Windows x64?
03-29-2013, 12:36 AM
Post: #16
RE: Windows x64?
I thought the same thing, but then Henrik pointed out that x64 has more registers. This means the jit performs better, although not significantly. From my tests, maybe ~2% iirc.

That said, I think the x64 version compiles faster (at least with MSVC) which is a good enough reason to use it for development.

-[Unknown]
Find all posts by this user
Quote this message in a reply
03-29-2013, 01:26 AM
Post: #17
RE: Windows x64?
This means that in some cases it's ~3,6 fps increase over the 32bit builds.
From now on I'll build my own builds I guess!
I'd provide 64bit autobuilds if I were you! Tongue
Those fps are enough to make a nealy perfect speed game go perfect with zero effort! Tongue
Find all posts by this user
Quote this message in a reply
03-29-2013, 01:32 AM
Post: #18
RE: Windows x64?
Most games on Windows already run great. And if they don't, it's probably because your older processor isn't 64-bit.

I'm sure it varies, that's just from memory on I think it was Hexyz Force. I didn't check many games. It was something like 782 vps -> 800 vps with 64-bit when fast forwarding. No change, of course, without fast forward.

-[Unknown]
Find all posts by this user
Quote this message in a reply
03-29-2013, 01:35 AM (This post was last modified: 03-29-2013 01:36 AM by VIRGIN KLM.)
Post: #19
RE: Windows x64?
There are still games that struggle though to get 60vps even on a 64bit, I'm talking about them. It would make the issue a bit more easily fixable.
Find all posts by this user
Quote this message in a reply
03-29-2013, 01:57 AM
Post: #20
RE: Windows x64?
Any example games?

Note that for example God of War is rendering 8x times, so it's spending (afaiu) almost all its time in the GPU. Jit being faster won't even affect that, so it'll still be slow.

-[Unknown]
Find all posts by this user
Quote this message in a reply
03-29-2013, 07:26 AM
Post: #21
RE: Windows x64?
I think I found the issue:

https://github.com/hrydgard/ppsspp/pull/1092

-[Unknown]
Find all posts by this user
Quote this message in a reply
03-30-2013, 05:12 AM (This post was last modified: 03-30-2013 05:19 AM by m45t3r.)
Post: #22
RE: Windows x64?
(03-29-2013 07:26 AM)[Unknown] Wrote:  I think I found the issue:

https://github.com/hrydgard/ppsspp/pull/1092

-[Unknown]

I had already give up, but I will try again with this fix.

Edit: yep, it works now. Thanks.
Find all posts by this user
Quote this message in a reply
05-03-2013, 11:52 AM
Post: #23
RE: Windows x64?
any news on (maybe even automated) x64 builds?
Find all posts by this user
Quote this message in a reply
05-03-2013, 04:40 PM
Post: #24
RE: Windows x64?
Here u can find Windows x64builds for all commits http://www.emucr.com/2013/05/ppsspp-git-20130503.html
Find all posts by this user
Quote this message in a reply
05-03-2013, 08:43 PM
Post: #25
RE: Windows x64?
mmm...i have tried emucr builds, comparing them to the 32 bit of the automated builds on the official ppsspp site...but they are slower then the 32 bit! and trying the 32 bit emucr vs 32 bit orphis give even lower results! so probably there are some missing optimizations on their releases? don't know Sad
Find all posts by this user
Quote this message in a reply
05-05-2013, 12:46 AM
Post: #26
RE: Windows x64?
I could easily build 64 bits build, but as Unknown said, the gain is very minimal. It's very unlikely that a game is limited by the CPU, this isn't a very powerful CPU we are emulating after all.
If using a faster CPU helped a game, that's more likely there's a problem elsewhere and there are better ways to fix it. Since some devs are focusing on mobiles, these fix will probably be made for these platforms and then help the desktop version to be even faster.
Find all posts by this user
Quote this message in a reply
05-05-2013, 01:28 AM
Post: #27
RE: Windows x64?
The point now with x64 builds is not speed anymore but apparently x64 and x86 builds are not transparent and don't have the same compatibility and won't return the same results while debugging despite what was known/thought until today and the only way to correct that is testing both x86 and x64 builds incase you have a feeling something is worng and affects only one build.
Find all posts by this user
Quote this message in a reply
05-05-2013, 06:21 AM
Post: #28
RE: Windows x64?
Well, there's some MSVC compiler bug that only happens when building 32-bit. It's kinda annoying, and seems to affect the VFPU. The solution I have so far is converting that to use jit, which we're gonna do anyway... although that means the interpreter will stay broken.

-[Unknown]
Find all posts by this user
Quote this message in a reply
05-06-2013, 09:05 PM
Post: #29
RE: Windows x64?
If it's a bad optimization, we can always disable it for this function and compiler using some #pragma
Find all posts by this user
Quote this message in a reply
05-06-2013, 11:31 PM
Post: #30
RE: Windows x64?
It happens even in debug mode on win32, and even with optimizations totally off everywhere in release or debug. Already tried that...

I even narrowed down one of them (the LittleBigPlanet video one) to Int_Vmmov iirc, but couldn't find a way of rewriting it or what it called to make the problem go away (but it did go away with my jit version of that instruction.)

-[Unknown]
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: