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Gamedata: Reduce the transfer per call.
The standard value made my desktop drop frames without the data cached.
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1 changed files with 3 additions and 1 deletions
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@ -31,7 +31,9 @@ std::string saveBasePath = "ms0:/PSP/SAVEDATA/";
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const static int GAMEDATA_INIT_DELAY_US = 200000;
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const static int GAMEDATA_SHUTDOWN_DELAY_US = 2000;
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const static u32 GAMEDATA_BYTES_PER_READ = 32768;
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const static u32 GAMEDATA_READS_PER_UPDATE = 100;
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// TODO: Could adjust based on real-time into frame? Or eat cycles?
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// If this is too high, some games (e.g. Senjou no Valkyria 3) will lag.
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const static u32 GAMEDATA_READS_PER_UPDATE = 20;
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static const std::string SFO_FILENAME = "PARAM.SFO";
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