I know that d3d11 genereally performs worse than d3d9 but how does it differ visually? What constitutes a more "accurate" emulation? I personally think they look the same except d3d11 has some more aliasing issues.
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Visual difference between d3d9 and d3d11 backend
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D3D11
![]() D3D9 ![]()
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Interesting! I should probably boot up skyward sword and do some testing, but it seems to be a fairly subtle difference.
02-01-2013, 11:55 PM
You can actually get rid of that specific issue in DX9 by checking "Force Texture Filtering".
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Yeah that's a specific game issue. You shouldn't imply that d3d11 is generally better visually, because it's not. For 99.99% of games they should give you identical visuals. As far as options go d3d9 backend has SSAA support which is a better form of AA than the d3d11 backend's MSAA, other than that they're the same. Certain games may have visual issues on one but not the other (such as the above game for example).
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(02-02-2013, 04:25 AM)Goodfella Wrote: but using D3D11 requires a really good cpu/graphic card, doesn't it ? Just a recent card, compatible with DX11. Nothing more
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02-02-2013, 08:05 AM
Quote: d3d9 backend has SSAA support which is a better form of AA than the d3d11 backend's MSAAThis assumes that semi-transparent objects are being rendered. If everything is opaque, no normal human will see a difference, and MSAA will take a lot less computing power to do.
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