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Fix Resistance Houfuku noToki draw slowly in OSK in debug log #5952
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There's clearly some other timing issue here... it sounds like you're saying when it writes to the log (which takes extra time outside emulation), the OSK doesn't work? This should not happen; it shouldn't matter how long anything outside emulation takes. -[Unknown] |
oop, retest this game. |
@unknownbrackets I get an idea |
Well, if it's just taking too long, maybe eating a (proper) amount of cycles in GetStatus() would solve it and also make it faster, or maybe making it log only changes or something. -[Unknown] |
Do I only do this in debug log ?
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Well, that function definitely takes some number of cycles on real hardware. And, if the game is calling the function in a tight loop, eating the same number of cycles that real hardware eats will call the function less, log less, and improve performance overall. Anyway, this would be no less true for release than debug, except that it wouldn't change logging. It could still improve performance (e.g. on mobile) for this game at this particular spot, and it might improve audio too. -[Unknown] |
This definitely isn't the way to go. Try having it delay or eat cycles, like @unknownbrackets suggested. How long does it take for the OSK to appear when using a release build or regular logging? |
@thedax The OSK don't delay in release build or regular logging |
omg. |
I think that I can do discuss first |
The Savedata one eats cycles in sceUtility.cpp. That was based on testing on a PSP. -[Unknown] |
I reopen |
I more question,do debug log wait 4 second okay ? |
Try hleDelayResult,seem easier to solve |
That reschedules, which is probably not what it really does. -[Unknown] |
#4626