@kirbypuff: yes dx11 uses gpu texture decoding and encoding so is spected to get more gpu usage on ishiiruka. about the slowdown issue that started in 310 is originated in 309 in that version some changes to vertexloader64 where merged and that disabled some optimizations in some scenarios, but i reverted those changes so now that specific speed lost should be fixed.
[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(02-11-2016, 06:23 AM)Tino Wrote: DX11 uses GPU texture decoding and encoding so it's expected to get higher GPU usage with Ishiiruka. The D3D11 compute shader texture codec was also present in v304, so it can't be that. That's why I asked for older builds (v305 ~ v309) for testing, to find out which commit caused the higher GPU load. Does the optimization in v549 also affect the fallback path (SSE2) or it's just for the normal (SSSE3/SSE4.x) path? And there was (yet another) big drop in performance when Ishiiruka's SSE2 vertex loader fallback got updated from the *fixed* ver.2 (fast, stable with no issues at all) to ver.3 (same as ver2, but noticeably slower). Are the custom title-specific vertex loaders in Ishiiruka still used / is the "Dump Vertex Loaders" option still useful? 02-11-2016, 08:56 AM
@kirbypuff: precompiled vertex shaders are still used when cpu bounding box is used, the emulator fallback automatically to them when you need it.
v549 optimization affects ss2 and sse3 path. 02-11-2016, 08:59 AM
updated the latest folder with a new version, please AMD user test ogl backend because there is a small change that should bring performance up a lot in some scenarios.
02-11-2016, 09:09 AM
There are two bugs when using DX12:
1. Batman Vengeance does not start (stays at a black screen). 2. All games are black screen when using "Real" EFB with DX12. "Virtual" works. (02-11-2016, 08:59 AM)Tino Wrote: Updated the latest folder with a new version. AMD GPU users, please test the new version. It should boost OpenGL performance in some scenarios. There is a nice improvement in the OpenGL performance with v552: Up to 10% faster in vertex-heavy scenes at low resolutions (1xIR). At 6xIR, the is gain is up to 5%. Now the performance is much closer to (but still a bit lower than) the latest master (dev) builds. But still, AMD's OpenGL drivers are inefficient at high resolutions and have a huge overhead at low resolutions (D3D11 is way faster). There's also a new OGL bug in v552 (and v544 / v549). NSMB (w1-1): At 1xIR, all blocks are painted blue. At fractional IR, the colors are correct, but the blocks are glitchy/broken. 02-11-2016, 03:06 PM
Tino i posted before but it got buried so ill just post again. When playing luigis mansion the effects turn off randomly in some rooms.
Examples: This is the dance room http://i.imgur.com/aPzwBhm.png but as soon as i walk into the storage closet behind it http://i.imgur.com/WYoSxpm.png Everything just vanishes. 02-11-2016, 10:57 PM
Hi. Firstly, thank you so much for this unofficial build. I can finally play F-Zero GX on my PC at a constant 60 fps. I'm very appreciative of that!
I'm pretty new to the more sophisticated emulation world. Previously, I've only ever emulated 8 bit and 16 bit machines with any real knowledge. Please forgive this noob question, but why aren't the 'go faster' things in this build not in the main official build? Are the tweaks hacks or is it something more arcane? Just curious.
OS: Windows 10 Pro CPU: Intel 4770k GPU: GTX 1080ti GPU RAM: 16 gigs of Corsair.
02-12-2016, 08:15 AM
(02-11-2016, 08:59 AM)Tino Wrote: updated the latest folder with a new version, please AMD user test ogl backend because there is a small change that should bring performance up a lot in some scenarios. I was able to scratch 100%/60fps @ 8x for GC games and 6x for WII games, so it's working beautiful on my end. Cheers. 02-12-2016, 10:20 AM
Hi Tino!
Na versão git 4.0-8892 do master dolphin tem uma correção de um bug da intel! gostaria de saber se tem como você incluir esse update na sua versão!!! Pois minha GPU é uma intel hd 4400 4.0-8892 Both Intel and Radeon Mesa geometry shader bugs are fixed in 11.1.2 (PR #3620 de Sonicadvance1) Obrigado! |
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