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Vulkan is faster than other backends?
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Vulkan is faster than other backends?
04-08-2019, 09:47 PM (This post was last modified: 04-08-2019, 10:05 PM by Admentus.)
#11
Admentus Offline
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OpenGL did preform a lot worse before the Great VideoCommon Unification. Afterwards, it saw some performance gains. Direct3D 11 isn't preferably either... Especially in the File Select menu where it barely reaches above 30 FPS. It goes ok in-game. Vulkan is pretty stable which I have been mostly exclusively using for the past year, but the return of Direct3D 12 is amazing here! Super Mario Sunshine never gave any issues for me on Dual Core Mode. I don't ever recall having specific Dual Core issues, even with Paper Mario: TTYD.

--- Super Mario Sunshine ---
OpenGL: 62 FPS
Vulkan: 85 FPS
Direct3D 11: 90 FPS
Direct3D 12: 95 FPS

-> Delfino Plaza
-> 6x IR, 60 FPS hack, widescreen hack, DDS DXT5 Custom Textures (no prefetch), Async Ubershaders, Dual Core



Direct3D 12 does pretty well. Ocarina of Time - Master Quest and Majora's Mask run just as perfectly with Direct3D 12 as with Vulkan, which are the two games I run most of the time. Every backend here works just as fast, but to be fair, that is mostly because of the Great VideoCommon Unification, so great work there.

--- The Legend of Zelda: Ocarina of Time - Master Quest ---
OpenGL: 75 FPS
Vulkan: 75 FPS
Direct3D 11: 75 FPS
Direct3D 12: 75 FPS

-> Temple of Time
-> 6x IR, 30 FPS hack, widescreen hack, DDS BC7 Custom Textures (no prefetch), Store EFB Copies to Texture Only, Async Ubershaders, CPU Clock Override at 250%, Dual Core
Super Mario 64 - Super Smash Bros. 64 - Mario Kart 64 - Zelda 64 - Star Fox 64 - Patreon - Discord
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04-08-2019, 10:35 PM
#12
JMC47 Offline
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There should be mostly positive results from the rewrite. Though, we should have made it clearer that some backends will use more GPU, meaning if you do super high IR + high SSAA and stuff you'll not perform as well. But then if you see a case where you hit something like a bad EFB peek pattern, now we're a lot faster regardless. So even if overall performance drops slightly at super high settings, overall performance is still up because more demanding areas will work better.
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04-09-2019, 12:30 AM
#13
twotonkatrucks Offline
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Not to derail the convo too much but what is EFB/EFB peakk pattern? I tried googling but couldn't find good info (got a lot of hits on aviation related links for some reason).
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04-09-2019, 12:34 AM
#14
JosJuice Offline
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(04-09-2019, 12:30 AM)twotonkatrucks Wrote: Not to derail the convo too much but what is EFB/EFB peakk pattern? I tried googling but couldn't find good info (got a lot of hits on aviation related links for some reason).

An EFB peek is when the CPU reads data directly from the GPU's embedded frame buffer. Sometimes the pixels it wants to check (and the order it checks them in) are in a pattern that makes this slower to emulate.
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04-09-2019, 12:39 AM
#15
twotonkatrucks Offline
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Ah I see, like if you're trying to sort a sequence and it's in the worst case scenario for your sorting algorithm.
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