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Look into if DrawSyncEatCycles is still needed in all cases after #12160 #12179

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hrydgard opened this issue Jul 15, 2019 · 4 comments
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@hrydgard
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#12160 might have fixed some or all of the issues that the hack was supposed to fix. Need to find out if we can delete the hack or reduce the list of games it's applied to.

@hrydgard hrydgard added this to the v1.9.0 milestone Jul 15, 2019
@hrydgard
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The new comment in #7136 seems to indicate that it doesn't fix this problem.

@unknownbrackets
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I wonder how much of it is IO of VFPU timing now. Really need to get around to modeling those more (especially the IO threading...)

-[Unknown]

@hrydgard
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I think I/O timing issues is a lot more likely than VFPU timing, but of course you never know.

@hrydgard hrydgard modified the milestones: v1.9.0, v1.10.0 Aug 22, 2019
@unknownbrackets
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IO async timing is better now, it might be good to get a sense for what else the thread might be doing (other syscalls, vfpu ops, io operations, etc.) around when the false delay to draw sync helps... I realize this is happening in multiple games, no telling if it affects them all the same.

-[Unknown]

@hrydgard hrydgard modified the milestones: v1.10.0, v1.11.0 Mar 28, 2020
@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Sep 24, 2020
@hrydgard hrydgard modified the milestones: v1.12.0, v1.13.0 Jul 11, 2021
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