• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
« Previous 1 … 155 156 157 158 159 … 370 Next »

D3D11/OGL Video Backend IQ Comparisons
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Threaded Mode
D3D11/OGL Video Backend IQ Comparisons
08-17-2013, 10:00 AM (This post was last modified: 08-17-2013, 10:16 AM by Optimis0r.)
#1
Optimis0r Offline
Junior Member
**
Posts: 32
Threads: 2
Joined: Aug 2013
Anyone notice the image quality (IQ) difference between using DirectX 11 backend and OpenGL when adjusting XFB:Real/Virtual/Disabled? I have found that adjusting XFB to real and virtual has various interesting effects in both backends as you guys shall see.

Notes
- All video backend settings are attached to this post;
- Where settings vary from those shown in the attached images - I have noted;
- DirectX 11 and DirectX 9 has the same IQ behaviour;
- Resident Evil 4 is used as an example but it applies to all games;
- You may notice that in DirectX 11 screenshots there is a weird green border. This is an Issue;
- XFB: disabled produces the same results as XFB: Virtual;
- The video backend behaviour shown below occurs in 3.5 stable x64;
- Screen shots are taken running 3.5 - 1801 x64 full screen;
- I have not manipulated the OpenGL images - the screen shot function in Dolphin gives me a varying screen shot area compared to using Direcxt X 11 backend and taking a screen shot!!!

Direct X 11 vs OpenGL (native resolution / XFB: Real)
[color=#ff0000](A) [/color]DirectX 11
[color=#ff0000](B) [/color]OpenGL

Notice that the OpenGL backend looks nicer. Take note of the 'Leon' underneath the health bar, Leon's aliased arms and the text 'Talk' between both backends.

Direct X 11 vs OpenGL (native resolution / XFB: Virtual)
[color=#ff0000]©[/color] DirectX 11
[color=#ff0000](D) [/color]OpenGL

Both backends now produces the same IQ as [color=#ff0000](B)[/color].

Direct X 11 vs OpenGL (4x Internal Resolution / XFB: Real)
[color=#ff0000](E) [/color]DirectX 11
[color=#ff0000](F) [/color]OpenGL

Here's where it gets interesting. Direct X 11 backend produces the same IQ as [color=#ff0000](B) and [/color][color=#ff0000]©[color=#000000].
OpenGL produces a worst looking image and the same IQ as [/color][/color][color=#ff0000](A).[color=#000000] A reverse of what we saw in the first test.[/color]
[/color]
Direct X 11 vs OpenGL (4x Internal Resolution / XFB: Virtual)
[color=#ff0000](G)[/color] DirectX 11
[color=#ff0000](H)[/color] OpenGL

Nothing surprising here. 4 x Internal Resolution makes things looks sharp.

One more Direct X 11 Comparison
Native Res / XFB: Real
Native Res / XFB: Virtual

Conclusion.
Confusing? Errrrm.... Yeah.


Attached Files Thumbnail(s)
           
Find
Reply
08-17-2013, 10:37 AM
#2
admin89 Offline
Overclocker™ ✓ᵛᵉʳᶦᶠᶦᵉᵈ
*******
Posts: 6,889
Threads: 127
Joined: Nov 2009
If I remember correctly , XFB option is used to fix flashing/blinking screen for some games
XFB reduce performance (you won't notice it since you computer is too strong) and cause graphic error in most games
Laptop:
Clevo W230SS : 3200x1800 IPS | i7 4700MQ @ 3.6GHz (Intel XTU + Triple fan mod) | GTX 860M GDDR5 | 128GB Toshiba CFD SSD | 16GB DDR3L 1600MHz
Aspire 715 43G : 1080p 144Hz |  R5 5625U @ 4.3GHz | Nvidia RTX 3050 4GB | 500GB WD SSD  | 16GB DDR4 3200MHz 
Mini PC ::
G3258 @ 4.6GHz | ELSA GTX 750 | Asrock Z87E ITX | 600W SFX 80+ Gold Silverstone + SG06-LITE | Corsair Vengeance 8GB 2000MHz | Scythe Kozuti + Ao Kaze | 45TB 2.5" Ex HDD (in total) , Zelda Gold Wiimote , LE Wii Classic Controller , Gold LE PS3 DualShock , BlackWidow Chroma ,
Now Playing : Xenoblade Definitive Edition on Yuzu - Switch Emu 

 
Find
Reply
08-17-2013, 01:10 PM (This post was last modified: 08-17-2013, 01:11 PM by Shonumi.)
#3
Shonumi Offline
Linux User/Tester
**********
Administrators
Posts: 6,526
Threads: 55
Joined: Dec 2011
The vast majority of games don't require XFB (Real or Virtual) and many people don't switch backends that often. The chances of finding someone else who noticed the differences in IQ as you have is fairly minimal, so to answer your first question, no normal user (devs maybe) has probably noticed this phenomenon. It's probably just a difference to how each video backend handles XFB emulation though. It's not terribly important since XFB shouldn't be enabled unless you need it.

That said, interesting finds. If it isn't something that's supposed to happen, you've documented it well enough for the devs.
Website Find
Reply
08-17-2013, 07:39 PM
#4
Optimis0r Offline
Junior Member
**
Posts: 32
Threads: 2
Joined: Aug 2013
I believe what we are seeing is that setting direct x 11 backend to xfb real breaks the bilinear/trilinear filtering emulation of the flipper chip? When I play on my wii the iq of resi 4 is the same as ogl with xfb real for example.

You are right though not many people will realise the difference but I only noticed it when reporting issues on google code.

Would be good to hear from devs if they got time!


Cheers
Find
Reply
08-17-2013, 07:44 PM (This post was last modified: 08-17-2013, 07:59 PM by MayImilae.)
#5
MayImilae Offline
Chronically Distracted
**********
Administrators
Posts: 4,656
Threads: 121
Joined: Mar 2011
Optimis0r, you say that XFB Virtual and XFB Disabled look the same, yet you are not providing pictures. Why the hell not? If you believe they are the same, provide the images. Every single one. And then point out proudly how they are the same. Regardless, XFB Real has a known error. You're crazy for doing a visual comparison between backends before isolating it.

In a partially related tidbit: D3D11 apparently forces texture filtering by default. The banding issue in skyward sword / wii sports resort / new super mario bros. wii are all fixed by turning on "Forced Texture Filtering" in OpenGL and D3D9, yet don't need it in D3D11. Furthermore, the image of VC 2D titles in D3D11 is filtered, yet OpenGL's is nearest neighbor. I may make an issue report on this one day, haven't gotten around to it.
[Image: RPvlSEt.png]
AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
Find
Reply
08-17-2013, 08:27 PM (This post was last modified: 08-17-2013, 08:28 PM by Optimis0r.)
#6
Optimis0r Offline
Junior Member
**
Posts: 32
Threads: 2
Joined: Aug 2013
I'm just documenting my finding. I'm not proudly claiming anything Smile if you think I'm lieing about xfb disabled having the same iq behaviour as virtual then so be it. Regardless the difference are there to see between real and virtual.

Also I didn't know that about d3d 11 and those games. I don't have those games otherwise I'd probs take a few pics and post an issue on google code :p
Find
Reply
08-18-2013, 06:11 AM
#7
degasus Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 1,828
Threads: 10
Joined: May 2012
Yeah, I have to rewrite all the ogl util shader :-(
But I haven't found a nice way without remothing CSAA and ironlake support, so it will be post 4.0
Find
Reply
08-18-2013, 06:23 AM (This post was last modified: 08-18-2013, 09:10 AM by MayImilae.)
#8
MayImilae Offline
Chronically Distracted
**********
Administrators
Posts: 4,656
Threads: 121
Joined: Mar 2011
Optimis0r Wrote:if you think I'm lieing about xfb disabled having the same iq behaviour as virtual then so be it
I don't think you're lying; I think you're doing it wrong. XFB Disabled is the normal behavior. Both XFB Virtual and XFB Real are abnormal settings only for games with that require very high compatibility. You should be giving a comparison between normal and abnormal. Instead you are doing a comparison between abnormal and abnormal. Even if one of them is the same as the normal, what you are doing creates unneeded uncertainty and doubt. XFB Disabled is highly tested and it's behavior is well known, so it is perfect for comparative testing to find bugs in XFB Real (as long as you check XFB Virtual as well).


Here is the error I was referring to. - https://code.google.com/p/dolphin-emu/is...il?id=6503 It was fairly well known, but no one bothered to make the issue report. It's in your screenshots too, and lines up with your testing pretty well. This is probably the issue you noticed.

Btw, you should probably be using a fifolog for these comparisons. I notice you changed positions constantly in the shots, some have the "A Talk" thing, others don't, on and on. A fifolog would make these EXACT, and it would make it easier and faster on you. Oh, and use PNG too. JPG sucks for this.
[Image: RPvlSEt.png]
AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
Find
Reply
« Next Oldest | Next Newest »


  • View a Printable Version
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma