• 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 ... 193 194 195 196 197 ... 368 Next »

Official DX11 plugin thread [OUTDATED]
View New Posts | View Today's Posts

Pages (27): « Previous 1 ... 6 7 8 9 10 ... 27 Next »
Jump to page 
Thread Rating:
  • 5 Vote(s) - 3.4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Official DX11 plugin thread [OUTDATED]
06-16-2010, 08:08 AM
#71
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
**********
Developers (Some Administrators and Super Moderators)
Posts: 3,208
Threads: 50
Joined: Jun 2009
Alright, Tino just committed his stuff and well...
He fixed nsmbw. He fixed Mario Kart Wii. He fixed about anything Tongue
MKWii looks even better on dx11 than in dx9, so you finally have a good reason to switch xD
My blog
Me on Twitter
My wishlist on Amazon.de
Find
Reply
06-16-2010, 08:23 AM
#72
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Hmm I just tested DX11 again and graphics are completely broken with Mario Kart Wii. I'm recompiling it to make sure it wasn't something that went wrong while compiling.
Find
Reply
06-16-2010, 09:21 AM
#73
shortzi Offline
Blast From The Past
**
Posts: 36
Threads: 1
Joined: Sep 2009
(06-16-2010, 03:09 AM)StripTheSoul Wrote: anyone tried Hyrule Field with this plugin, yet?

I just tested there and slowdown is still present... But i will say this, Even with this plugin at this due time, Twilight Princess has never looked so good!
Quad Core Q6600 G0 (OC 3.6GHz) | 2048mb Crucial Ballistix PC8500 | Radeon HD 3650 & Nvidia 8600GT (Physx) | Asus P5N-E SLI | Win 7 X64
Find
Reply
06-16-2010, 09:44 AM
#74
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Yes Hyrule Field slowdown still exists, except with this plugin Hyrule Field is 4 FPS. :/
Find
Reply
06-16-2010, 11:18 AM
#75
nightrpg
Unregistered
 
My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).
Reply
06-16-2010, 11:20 AM
#76
my_rig_is_dust Offline
Member
***
Posts: 108
Threads: 8
Joined: Mar 2010
(06-16-2010, 11:18 AM)nightrpg Wrote: My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

I'd kill for those cards.
My rig isn't dust anymore!
AMD Phenom II 965 @3.4 ghz
Radeon HD 5770 Super OC version 1gb
4gb ddr3 @ 1600
Find
Reply
06-16-2010, 08:11 PM
#77
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
**********
Developers (Some Administrators and Super Moderators)
Posts: 3,208
Threads: 50
Joined: Jun 2009
(06-16-2010, 11:18 AM)nightrpg Wrote: My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

nearly double compared to dx9? that'd be awesome Wink
What about any other games?
My blog
Me on Twitter
My wishlist on Amazon.de
Find
Reply
06-17-2010, 04:09 AM (This post was last modified: 06-17-2010, 04:23 AM by Xtreme2damax.)
#78
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Fog rendering seems slightly wrong, when the fog is rendered in looks like fog encased in a big transparent moving polygon than actual fog. This is the first time I've seen fog on Twilight Princess with Dolphin. Can anyone verify that fog emulation is also working on Resident Evil 4 with the DX11 plugin?

:Edit: Hmm, fog rendering is now working with DX9 as well and is rendered properly. I don't remember there being fog in Twilight Princess with past revisions and the DX9 plugin..
Find
Reply
06-17-2010, 04:44 AM
#79
nightrpg
Unregistered
 
(06-16-2010, 08:11 PM)NeoBrain Wrote:
(06-16-2010, 11:18 AM)nightrpg Wrote: My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

nearly double compared to dx9? that'd be awesome Wink
What about any other games?

I only have like 3 wii games, and the other two run at 100% with DX9.
But in FF, the opening 10 minutes float between 20 and 115% with DX9 plugin, and 80 to 500% with DX11. This is with SVN 5725.

Of course, there are display problems with the DX11 still. Lots of flashy glitchy stuff with glowing crystals specifically. In one part, you've got a gun sight to shoot down birds, but instead of the sight, there's just a big green square. But, the playability has gone up a ton since the first version I played a couple days ago where there was massive discoloration and slowdowns.

Hold on a minute and I'll test Rune Factory to see how it plays without the FPS locked to 100%.
While tilling the fields in Rune Factory (The most FPS intensive part of the game for me), I stay at about 125% in DX11 and 103% in DX9.

Also I haven't noticed any graphical distortions or buggyness with RF so far.

Rereading my post and your OP, it might sound like I'm exaggerating a lot, and I might be a little. But I have fairly high standards for playing emulated games (they pretty much have to play better on my computer than on my Wii for me to enjoy it), and this is the first breakthrough I've seen with this emulator that puts that into the realm of real possibilities for my machine, so it's gotten me pretty excited about Dolphin again. I'm in class now, but when I get home later tonight, I'll try to put together a video on Livestream that compares the two plugins.

I haven't used Livestream with Dolphin before, so hopefully it doesn't use up so much resources that it counteracts the performance boost I'm seeing with DX11.
Reply
06-17-2010, 07:13 AM
#80
StripTheSoul Offline
YouKittenMe?
*******
Posts: 4,639
Threads: 39
Joined: Oct 2009
@ NeoBrain & Rodolfo (does he even ever visit this forum? Undecided ): Ector said the stutters which mostly occur when camera angles are being changed, doors are opened, levels are loaded, etc. and which are veeery annoying, come from the slow shader compilation of D3D. Isn't there maybe a way to optimize the shader cache (which is already implemented in Dolphin) in a way that only new shaders have to be compiled? because it seems that every time all is being loaded again...for example when opening a door in Fatal Frame 4...
?
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
Find
Reply
« Next Oldest | Next Newest »
Pages (27): « Previous 1 ... 6 7 8 9 10 ... 27 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode