(11-16-2021, 05:07 PM)MayImilae Wrote: So the antialiasing thing is just due to how the M1 GPUs work. MSAA is very expensive on true tiled-rendering GPUs like the M1, and since SSAA is technically MSAA+SSAA, you'll feel it there too.
As for Rogue Squadron, some key MMU instructions are being handled by interpreter, so performance is going to be really challenging there. Look forward to that improving in the future~
As for DSP LLE, you don't know what you mean by boot screen exactly. If you mean the GameCube IPL, you don't need DSP LLE for that anymore. I tried it with DSP HLE and it was just fine. Also I don't know why you couldn't get DSP LLE to work. It worked on my MacBook Pro when I tried it just now, but I was also using the dumped DSP rom from my wii instead of the reverse engineered one that Dolphin comes with.
I'd be careful with this phrasing - there's nothing inherent to tiled rendering that means you can't run up to n fragment shaders for nX MSAA by keeping n depth samples per pixel and the associated fragment shader inputs instead of just one. You're still keeping the core concept of a tiled renderer, deferring the fragment shader until you know which fragments don't get overdrawn and genuinely need bothering with, and the core concept of MSAA, not running the same fragment's fragment shader multiple times per pixel when it's the fragment responsible for several sampling points. It's just Apple didn't prioritise MSAA as much as other GPU designers, so allowed it to have a bigger performance hit in order to optimise other things.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X
RAM: 16GB
GPU: Radeon Vega 56
CPU: AMD Ryzen 5900X
RAM: 16GB
GPU: Radeon Vega 56
