Or ever.
APIs, Ubershaders and NVIDIA hardware
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01-04-2019, 03:21 AM
There's not really any gamecube hardware that maps well to the extra compute capabilities exposed by the CUDA api, or any of the new stuff (big low-precision matrix MADs for the "tensor" stuff, or BVH lookup from their raytracing stuff).
So it's pretty unlikely they'll help emulation. 04-08-2019, 03:52 AM
(01-03-2019, 05:39 AM)JosJuice Wrote: Isn't there the problem with async ubershaders still stuttering if you use OpenGL on Nvidia? So synchronous ubershaders are ok with opengl in nvidia I guess? I was testing it with the same card but had to lower the graphics a bit, kept IR x3 but no SSAA or Anisotropic. 04-08-2019, 03:54 AM
(04-08-2019, 03:52 AM)eckso Wrote: So synchronous ubershaders are ok with opengl in nvidia I guess? I was testing it with the same card but had to lower the graphics a bit, kept IR x3 but no SSAA or Anisotropic. Well, they don't have any stuttering... But they are extremely slow, just like on every other backend.
I think that for now until nvidia fixes the drivers (unlikely) I will stick to DX11 with Hybrid Ubershaders and Adaptive V-sync or borderless Window.
I thought that with the videocommon merge all backends disparities were ironed out but I observed differencies, for example in Vulkan. I guess DX11 has been longer tested and graphic compatibility should be a bit better(?) 04-10-2019, 09:17 PM
(04-08-2019, 05:19 PM)eckso Wrote: I think that for now until nvidia fixes the drivers (unlikely) I will stick to DX11 with Hybrid Ubershaders and Adaptive V-sync or borderless Window. You cannot say you see disparities or differences without giving examples... because if there are differences or disparities they should be handled/fixed. If you mean the stuttering of Async with nVidia on anything but D3D… that is not Dolphin's fault, that problem lies in the drivers of nVidia that block/pause certain threads to run while it is doing something else, and that is why it stutters.
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