Is the D3D11 grey screen bug fixed yet?
Custom D3D Version with massive performance boost and a lot of rendering fixes
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08-21-2014, 01:56 PM
I would really like it if the mirrors in luigis mansion were fixed in D3D, some of them work, some of them don't, From what I heard it's a culling issue, but I think that's caused by a faulty view-port.
(08-08-2014, 02:32 PM)Nerrel Wrote:(08-07-2014, 08:54 PM)President Magikarp Wrote: It looks like whatever galop1n did to optimize the Direct3D renderer fixed issue 5185. I'm not getting the distorted aspect ratio in the NTSC version of Metroid Prime 3: Corruption anymore. I hope he returns soon. Unfortunately, I found this wasn't true when playing my copy of Corruption on the NTSC Trilogy. The black bar glitch actually happened as soon as my save file loaded. Too bad, since that glitch makes it really irritating to play any of the Prime games. This branch does run Corruption with EFB to RAM much faster than the latest development builds though, and it doesn't seem to crash as often. Unfortunately, the latest builds run much faster with EFB to texture... so I'm using the dev builds set to texture to play and switching to Galop's for the extended segments that require setting to RAM. 09-07-2014, 10:20 PM
(09-02-2014, 12:44 AM)Nerrel Wrote:(08-08-2014, 02:32 PM)Nerrel Wrote:(08-07-2014, 08:54 PM)President Magikarp Wrote: It looks like whatever galop1n did to optimize the Direct3D renderer fixed issue 5185. I'm not getting the distorted aspect ratio in the NTSC version of Metroid Prime 3: Corruption anymore. I hope he returns soon. It sounds like you have EURGB60 mode enabled under Config / Wii causing the black box error. I have been playing metroid prime games on various emulators and machines for a long time. My rig at home is very powerful yet with the latest versions of dolphin the metroids, especially on the wii side, will have slow downs. This Custom D3D version seems to fix a lot of the issues I have seen in the metroids, including the blue menu screen on metroid prime 3 and metroid trilogy. I was able to bump up the resolution and still maintain a really smooth fast emulation. I think these optimizations should be looked at and implemented into current builds. I am using the 6/14 build wondering if OP made anything newer. 09-09-2014, 03:23 AM
09-13-2014, 03:09 AM
So has noone been able to compile a build with the latest dev improvements merged with galop1n's changes to the D3D backend?
09-15-2014, 08:48 AM
(This post was last modified: 09-15-2014, 10:41 AM by Xtreme2damax.)
I'm sure devs will get around to improving performance and fixing issues with the DX11 backend eventually. Atm there is not much reason to bother when OpenGL combined with Fiora's JIT improvements offers a faster and smoother experience. Switching over to OpenGL I got a massive improvement in speed, it's smoother and less issues than the DX11 backend so for now I'm sticking with OpenGL as I don't see much reason to use DX11 atm. My only gripe with OpenGL is that EFB copies to ram are slower than DX11. I hope there is a way to speed up EFB copies to ram with OpenGL as well as being able to use higher than 2x IR without slowdowns.
So that's probably why this hasn't received anymore attention or additional builds. Plus I think there's some issues due to missing or modified code galop1n forgot to include or is just incompatible with the latest builds from master. I noticed some stuff was different from the code merged with master vs his builds. 09-15-2014, 09:07 AM
I had a build some time ago, before a significant chunk of Fiora's stuff. Since then, there have been commits, which I think are bugfixes similar to some of the ones in this branch. I suspect it will lead to merge conflicts.
Is it true that the devs said that this is rather hacky and is incompatible with many games?
I don't know about that. AFAIK, the grey screen bug in D3D11 is still present in the master builds, as well as a plethora of others that galop1n fixed in the D3D backend. Not to mention the significant speed boost it offers with EFB to RAM compared to the master build.
EDIT: BTW, I tried your build, jimbo, and I can't find anything wrong with it, plus it has all the fixes galop1n implemented in his build (provided you turn fast depth on). Would you be able to compile another build with the latest JIT optimizations please? 09-16-2014, 10:40 AM
Merge conflicts galore. I don't know how to "exclude" the d3d11 related changes on master. It doesn't compile.
Maybe someone with more experience can fork my repo and merge master, and/or interactively rebase it over a master-originated branch and magically know which commits to skip. |
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