• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Support v
« Previous 1 ... 614 615 616 617 618 ... 1175 Next »

Visual difference between d3d9 and d3d11 backend
View New Posts | View Today's Posts

Pages (4): 1 2 3 4 Next »
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Visual difference between d3d9 and d3d11 backend
02-01-2013, 06:41 PM
#1
razer-t Offline
Junior Member
**
Posts: 9
Threads: 1
Joined: Jan 2013
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.
Find
Reply
02-01-2013, 07:05 PM (This post was last modified: 02-01-2013, 07:07 PM by Soopah.)
#2
Soopah Offline
Member
***
Posts: 162
Threads: 0
Joined: Nov 2012
D3D11
[Image: ZeldaSS-BandingAF.jpg]

D3D9
[Image: ZeldaSS-Banding.jpg]
P6T i7 920 @3.65Ghz-1.15v | Kingston 2x4GB 9-9-9-24 1600MHz | BeQuiet StraightPower E6-600W 48a/12v
MSI N560Gtx Ti TwinFrozr II/oc @990MHz-1.062v
RVL-CNT-01-TR with ToshibaStack
Website Find
Reply
02-01-2013, 07:27 PM
#3
razer-t Offline
Junior Member
**
Posts: 9
Threads: 1
Joined: Jan 2013
Interesting! I should probably boot up skyward sword and do some testing, but it seems to be a fairly subtle difference.
Find
Reply
02-01-2013, 11:55 PM
#4
pauldacheez Offline
hot take: fascism is bad
*******
Posts: 1,527
Threads: 1
Joined: Apr 2012
You can actually get rid of that specific issue in DX9 by checking "Force Texture Filtering".
<@skid_au> fishing resort is still broken: http://i.imgur.com/dvPiQKg.png
<@neobrain> dafuq
<+JMC47> no dude, you're just holding the postcard upside down
----------------------------------------
<@Lioncash> pauldachz in charge of shitposting :^)
Website Find
Reply
02-02-2013, 03:23 AM
#5
NaturalViolence Offline
It's not that I hate people, I just hate stupid people
*******
Posts: 9,008
Threads: 24
Joined: Oct 2009
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).
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."  
-Ron Swanson

"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony
Website Find
Reply
02-02-2013, 04:25 AM
#6
Goodfella Offline
Junior Member
**
Posts: 10
Threads: 2
Joined: Feb 2013
but using D3D11 requires a really good cpu/graphic card, doesn't it ?
Website Find
Reply
02-02-2013, 04:28 AM
#7
DefenderX Offline
The comedy never ends.
*******
Posts: 4,617
Threads: 186
Joined: Dec 2011
No... not really.
[Image: IEZtsj]
[Image: 8fhx2zum.gif]
Website Find
Reply
02-02-2013, 04:42 AM
#8
LordVador Offline
Christmas Vader
*******
Posts: 8,852
Threads: 1,908
Joined: Mar 2011
(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
[color=#ff0000][color=#006600]i5 3570K @ 4.5GHz/GTX 660 Ti/RAM 4GB/Win7 x64[/color][/color]
Find
Reply
02-02-2013, 08:05 AM
#9
AnyOldName3 Offline
First Random post over 9000
*******
Posts: 3,505
Threads: 1
Joined: Feb 2012
Quote: d3d9 backend has SSAA support which is a better form of AA than the d3d11 backend's MSAA
This 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.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X
RAM: 16GB
GPU: Radeon Vega 56
Find
Reply
02-02-2013, 04:20 PM
#10
lamedude Offline
Senior Member
****
Posts: 360
Threads: 7
Joined: Jan 2011
GSDX uses a 32bit z-buffer in D3D11. Does Dolphin do the same?
Website Find
Reply
« Next Oldest | Next Newest »
Pages (4): 1 2 3 4 Next »


  • 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