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[GC] Luigi's Mansion
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[GC] Luigi's Mansion
09-15-2014, 05:51 AM
#61
drhycodan Offline
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Just like dropping 32 bit and DX9 has accomplished. Focusing on improving one backend without worrying about the other holding it back. OGL backend should only be on the Linux and android builds, but focus on D3D11 for Windows so one backend and setting does it all. Just like with Galop1n's build, he made D3D11 so fast that there's no reason to even mess with EFB to texture anymore and all the fixes from the OGL backend are implemented into D3D11.
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09-15-2014, 06:01 AM
#62
JMC47 Offline
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I don't understand your argument at all. If dolphin were to focus on one backend, shouldn't it just be OpenGL. By focusing on D3D, that guarantees focus to be divided between two backends? I mean, seriously, that makes no sense at all.
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09-15-2014, 07:01 AM (This post was last modified: 09-15-2014, 07:03 AM by drhycodan.)
#63
drhycodan Offline
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Well, what I mean is, since D3D is faster than OGL and can pull off the same things as proven by galop1n's build, why not just focus on D3D for Windows and branch off OGL as a secondary backend only for Linux and android users. The major reason is because D3D11 can faster than OGL and can achieve D3D9 level speeds with proper optimizations. OGL cannot pull off D3D9 speeds even with heavy optimizations, especially with EFB set to RAM.
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09-15-2014, 07:08 AM
#64
mimimi Offline
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(09-15-2014, 07:01 AM)drhycodan Wrote: Well, what I mean is, since D3D is faster than OGL and can pull off the same things as proven by galop1n's build, why not just focus on D3D for Windows and branch off OGL as a secondary backend only for Linux and android users.

And what's to to be won by this? I'm not 100% sure, but i think the opengl code in the source code is OS independent. So removing opengl support in windows would actually change nothing. Removing d3d on the other hand...

Also, i think opengl is faster than d3d on nvidia cards and some games in general.
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09-15-2014, 07:20 AM
#65
drhycodan Offline
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Nevermind about removing OGL, but as long as they optimize D3D11 to D3D9 speeds and fix all all the things wrong with that backend to OGL standards as galop1n has did, then that would be great. No need to switch between backends and I can just leave EFB copies set to RAM in all my games.
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10-14-2014, 08:22 AM
#66
Lumbeeslayer Offline
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Am Playing NTSC version of Luigi's Mansion, And when I turn on Widescreen Hack the Shadows become out of place. I would use the pal version of the game with the AR code, but I wouldn't be able to use Insane Slugs Hires Textures. Thats why I must have a 16:9 Ar Code for the NTSC version of Luigi's Mansion, Does anybody know of a code? Any Help Greatly Appreciated.
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10-14-2014, 08:47 AM
#67
JMC47 Offline
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Stop deleting your post and reposting it to move the thread back to the top. It sometimes will take time for a response, or no one will know the code at all and you won't get a response.
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10-14-2014, 11:00 AM
#68
ExtremeDude2 Offline
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So thats why I always see unread threads that I already read
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10-14-2014, 11:55 AM (This post was last modified: 10-14-2014, 11:56 AM by Lumbeeslayer.)
#69
Lumbeeslayer Offline
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Sorry About That. i figure if this thread was on top I would more likely get a response. Instead of having my question go unnoticed
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10-14-2014, 01:38 PM
#70
JMC47 Offline
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Lumbeeslayer: I empathize with your cause, though. You could probably try to find help in the general forum by making a thread asking someone to convert the widescreen hack into one that works for the NTSC version. Or you could try to convert the textures into ones that'd work in the PAL version.
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