github bhuiyah/infamous2-recomp v0.1.35
v0.1.35: native SPU jobs, up to 14% faster on 4 cores

54 minutes ago

Two of the game's SPU jobs now run as native code: up to 14% faster on 4-core CPUs

On the PS3, much of each frame is built by small programs on the SPU co-processors. The port normally runs them as translated SPU code, which is exact but slow. Two of them now run as ordinary native code:

  • The render-list builder: it writes the GPU command blocks for every object drawn in a frame. It was one of the heaviest SPU jobs left.
  • The BSP clipper: it trims polygons against the level's partition tree.

Both are ports of the native versions from ThiagoFraga761/infamous2-pc and SamiEnazi/infamous2-port (MIT), adapted to this build. The picture is the same: in testing, about 1.15 million render-list jobs and 178,000 clipper runs were compared with the original SPU code, with no difference. The few jobs the native version doesn't cover (about 8%) still run the original code.

Measured frame time:

CPU threads Scene v0.1.34 Now
4 First big fight (the gate) 28.1 ms 24.5 ms (+14%)
4 New Marais dock 24.7 ms 21.7 ms (+14%)
6 First big fight (the gate) 20.3 ms 19.3 ms (+6%)
6 New Marais dock 18.1 ms 16.7 ms (+9%)

With default settings on a 4-core / 8-thread CPU, the dock went from 64 to 68 fps, and its slowest moments from 59 to 63 fps. PCs with 6 or more fast cores were already at the frame cap in these scenes, so they gain headroom rather than fps there.

Press Update now in the launcher, then Build/Play. This update re-translates the SPU jobs and recompiles the game: no full toolkit rebuild. Or download inFamous2Recomp-v0.1.35-windows.zip / inFamous2Launcher.exe below.

If you see missing, stretched or flickering objects anywhere, please send a Save report from the launcher with a note of where it was.

Don't miss a new infamous2-recomp release

NewReleases is sending notifications on new releases.