Skip to content
Snippets Groups Projects
  • Subv's avatar
    CPU/Timing: Use an approximated amortized amount of ticks when advancing timing. · d9237660
    Subv authored
    We divide the number of ticks to add by the number of cores (4) to obtain a more or less rough estimate of the actual number of ticks added. This assumes that all 4 cores are doing similar work. Previously we were adding ~4 times the number of ticks, thus making the games think that time was going way too fast.
    
    This lets us bypass certain hangs in some games like Breath of the Wild.
    
    We should modify our CoreTiming to support multiple cores (both running in a single thread, and in multiple host threads).
    d9237660