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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Rayman 3 720p on DX10/11 Pre-Release 1 Plugin Runs almost perfect!
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Rayman 3 720p on DX10/11 Pre-Release 1 Plugin Runs almost perfect!
06-13-2010, 07:12 AM (This post was last modified: 06-13-2010, 07:13 AM by neobrain.)
#21
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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nope, no DX supports logic blending (so far), DX10 only introduced logic operations in shaders (and DX11 supports those as well).
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06-13-2010, 07:32 AM
#22
Xtreme2damax Offline
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Wonder if there's another way of fixing issues with games that suffer from these graphical glitches due to lack of logic blending support with DirectX..
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06-13-2010, 09:28 AM
#23
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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Unfortunately, using the OpenGL plugin is the only really usuable option available. Apart from maybe creating an Gallium3D state tracker for Dolphin and advicing everybody to use a bleeding edge linux distribution with open-source drivers Tongue

There are some ways to emulate it perfectly in DX9/11 but, trust me, these would decrease the performance to less than 1 FPS Wink
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06-13-2010, 03:36 PM
#24
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Well then, what about trying to make the OpenGL plugin faster? Tongue

It quite a bit slower than DirectX, not to mention DirectX has pulled ahead due to rodo's recent fixes. The only drawback of OpenGL is that is doesn't work for those with Intel graphics, but that is the fault of those who choose to stick with crappy integrated solutions, Dolphin shouldn't need to cater to those with lowly systems barely able to run the emulator let alone run it efficiently.

There was this guy that was named Nolan.Check who made some commits a couple thousand revisions back, basically killed performance with OpenGL and Vsync and AA enabled. I'm not quite sure if his code also caused other performance issues with the OpenGL plugin, but he did mention that he would fix it in a week or so (he was busy), but disappeared soon after and hasn't been seen again.

I know it's unrelated to this thread, but it would also be nice to see OpenGL tuned for performance. DirectX has also became a bit slower in general than earlier revisions, it seems requirements have increased. It doesn't seem to be just related to issues being fixed, I'm sure some things can be optimized to bring performance back to what it was in earlier revisions or even better. There seems to have been other commits that have decreased performance, not solely related to DirectX or OpenGL, for example the StoreFromx64 code from Jit_Integer.cpp that is causing slowdowns just within the past 100 - 500 revisions.

Anyways, I think this type of feedback would be better suited for another thread, so I'll leave it at that. Please excuse my tendency to ramble on when I'm exhausted, it's late and imma gonna get to bed. Wink
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06-13-2010, 03:47 PM
#25
omegadox Offline
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Could we optimize with OpenGL 4.0 Extensions such as tessellations, and whatnot?

http://en.wikipedia.org/wiki/OpenGL#OpenGL_4.0

Like use geometry shaders maybe to build primitives on the GPU?, it also says you can have OGL/OpenCL work together, which would be faster for texture decoding.
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