yuzu/src
Subv d923766042 CPU/Timing: Use an approximated amortized amount of ticks when advancing timing.
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).
2018-08-12 20:41:28 -05:00
..
audio_core Make building cubeb optional 2018-08-07 13:21:56 +02:00
common Merge pull request #989 from lioncash/log 2018-08-09 19:30:14 -04:00
core CPU/Timing: Use an approximated amortized amount of ticks when advancing timing. 2018-08-12 20:41:28 -05:00
input_common input_common: Use std::move where applicable 2018-08-02 21:51:11 -04:00
tests externals: Update catch to 2.3.0 2018-08-07 19:26:13 -04:00
video_core gl_shader_decompiler: Fix SetOutputAttributeToRegister empty check. 2018-08-12 02:22:42 -04:00
yuzu core: Namespace EmuWindow 2018-08-11 20:20:21 -04:00
yuzu_cmd core: Namespace EmuWindow 2018-08-11 20:20:21 -04:00
.clang-format Remove special rules for Windows.h and library includes 2016-09-21 00:16:33 -07:00
CMakeLists.txt audio_core: Add initial code for keeping track of audout state. 2018-07-27 22:33:31 -04:00