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Am i suppose to be getting graphical gitches when using the direct3d9 plugin?
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Am i suppose to be getting graphical gitches when using the direct3d9 plugin?
09-21-2009, 03:38 AM
#1
itachi313 Offline
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im trying to play Muramasa and every time she takes out her sword its a big black box lol, instead of a sword. if anybody knows how to fix this thanks in advanceBig Grin
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09-21-2009, 03:39 AM
#2
THELUKESTIR Offline
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just wait for it to be fixed its a problem with many games
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09-21-2009, 03:44 AM
#3
itachi313 Offline
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so i should just stick with openGL instead? because i get faster fps using direct3d9
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09-21-2009, 06:47 AM
#4
Diddy Kong Offline
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If you don't mind the glitch too much, definitely use DX, but keep in mind that it's undergoing desperately needed development at the moment.
Use Opengl if you feel otherwise.
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09-22-2009, 05:01 AM (This post was last modified: 09-22-2009, 05:02 AM by Unknownforce.)
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Most graphical problems will be resolved when they implement EFB Reads, but it's a lengthy process to do this. I suspect however, a lot of speed will be lost when they do get implemented. It's my guess that this almighty speed we are getting from the D3D is due to the face that EFB isn't being fully processed, if at all. And when that happens it will have that much more work to do. So it will probably slow things down a bit.

Just a guess/hunch.

But yeah, I've looked into the code (as a beginner) and it is going to take a bit of work to re-write the GL functions into D3D functions or write them from scratch. For those curious, just take a look at how much bigger FrameBufferManager.cpp is in the OGL plugin compared to the one in the D3D plugin. Smile
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09-22-2009, 05:20 AM
#6
itachi313 Offline
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(09-22-2009, 05:01 AM)Unknownforce Wrote: Most graphical problems will be resolved when they implement EFB Reads, but it's a lengthy process to do this. I suspect however, a lot of speed will be lost when they do get implemented. It's my guess that this almighty speed we are getting from the D3D is due to the face that EFB isn't being fully processed, if at all. And when that happens it will have that much more work to do. So it will probably slow things down a bit.

Just a guess/hunch.

But yeah, I've looked into the code (as a beginner) and it is going to take a bit of work to re-write the GL functions into D3D functions or write them from scratch. For those curious, just take a look at how much bigger FrameBufferManager.cpp is in the OGL plugin compared to the one in the D3D plugin. Smile

unknown why are you so god-like?Big Grin lol but yeah that does make sense....and its probably not even a hunch...its most likely well slow down the speed more...since using d3d plugin feels like using a downgraded version of the OGL plugin.Tongue
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09-22-2009, 08:40 AM
#7
Xtreme2damax Offline
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When the OpenGL plugin lacked EFB reads, it was still much slower than the DX9 plugin currently is without EFB reads. I don't believe implementing EFB reads is going to affect performance that much, if I remember correctly the developers found a way to implement EFB reads with such minimal performance overhead it likely won't be noticeable.
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09-22-2009, 08:47 AM
#8
Dugie
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(09-22-2009, 05:01 AM)Unknownforce Wrote: It's my guess that this almighty speed we are getting from the D3D is due to the face that EFB isn't being fully processed, if at all.

lol
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09-22-2009, 08:58 AM
#9
Unknownforce Offline
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(09-22-2009, 05:20 AM)itachi313 Wrote: unknown why are you so god-like?Big Grin lol but yeah that does make sense....and its probably not even a hunch...its most likely well slow down the speed more...since using d3d plugin feels like using a downgraded version of the OGL plugin.Tongue

I had to chuckle at that haha Wink
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