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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Official DX11 plugin thread [OUTDATED]
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Official DX11 plugin thread [OUTDATED]
08-26-2010, 07:12 PM
#171
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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Don't we all love it when some people are reporting breakage and some people are reporting "works fine here"? Tongue

Might look at it once I got some spare time again...
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08-26-2010, 07:43 PM
#172
StripTheSoul Offline
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^^ well, in some games it does break stuff for sure, but it's only some and the benefit in others is nice cuz there's quite a lot of 2D-surfaces in GC and Wii games.
So it would be nice to have it as an option Big Grin
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08-26-2010, 10:07 PM
#173
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@NeoBrain

You mention the major bottleneck of Dx11 is in the common video plugin, and very hard to fix, so is it like a weakness in the common video plugin's general design, and needs full rework or something? And is it possibly also causing the huge speed difference between Dx9/OGL? I'm asking since there's been lots of optimization work on the core/JIT stuff lately, unlike with the gfx stuff, which is the throttle of many slow games, so I was thinking maybe gfx related optimizations requires some really dirty work to be done...
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08-27-2010, 12:26 AM
#174
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(08-26-2010, 07:12 PM)NeoBrain Wrote: Don't we all love it when some people are reporting breakage and some people are reporting "works fine here"? Tongue

Might look at it once I got some spare time again...

Yeah, it would help if they stated their specifications and configuration. It could very well be an issue with their hardware, drivers, or configuration and not Dolphin itself. It could be an issue limited to specific hardware, like Nvidia specific or ATI specific issues in the past.

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08-27-2010, 05:32 AM
#175
neobrain Offline
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(08-26-2010, 10:07 PM)KHRZ Wrote: @NeoBrain

You mention the major bottleneck of Dx11 is in the common video plugin, and very hard to fix, so is it like a weakness in the common video plugin's general design, and needs full rework or something? And is it possibly also causing the huge speed difference between Dx9/OGL? I'm asking since there's been lots of optimization work on the core/JIT stuff lately, unlike with the gfx stuff, which is the throttle of many slow games, so I was thinking maybe gfx related optimizations requires some really dirty work to be done...

The major bottleneck is the drawing itself. In each frame we're transferring a huge amount of vertices/indices from RAM to the GPU. This is also done in DX9, but the problem in DX11 is that we can't PARTIALLY update a vertex buffer, i.e. we can only update the whole data. I've added an algorithm to make this less dramatic, but it still is quite a dramatic performance hit, since we're wasting up to 100% more bandwidth. Even minimal vertex buffer transfers are 0x500 bytes big. It wouldn't be THAT bad if we were able to load the vertices directly into the transfer buffer, but that's not possible right now in VideoCommon.

Anyway, I guess this isn't related to the difference between DX9 and OGL (if it was, people wouldn't always say "not sure were the difference is" Tongue)
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08-27-2010, 06:32 AM
#176
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Maybe if Marcos or Rodolfo can fix the bottlenecks with GPU emulation as mentioned in issue 3081 the DX11 plugin might benefit as well.
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08-29-2010, 11:41 PM
#177
gluemchen
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I get this error using the Directx11 Plugin.
"Failed to find a supported video mode. Failed to initialize Direct3D. Make sure your video card supports atleast D3D 10.0."
I have a XFX 9800 GTX+ which has DirectX 10.0 support.
I am using Nvidia drivers 258.96. Running on Windows 7 x64.
Is there anything i need to be aware of when setting up Dolphin configuration before i start a game?
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08-29-2010, 11:51 PM
#178
StripTheSoul Offline
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install latest directX (June2010)
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08-30-2010, 12:02 AM
#179
gluemchen
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Directx is getting a loads of updates since directx11 cards are new. Scary.
Thanks.
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08-30-2010, 02:48 AM
#180
StripTheSoul Offline
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Nah, I think there always were like 2 new versions each year...
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