I see no reason why your speed issues on D3D would be specifically caused by long draw distances or fog, nor do I see any reason why OpenGL would specifically do better at that. Don't jump to conclusions too quickly. If anything, I'd guess it's because D3D doesn't currently have/use any equivalent to ARB_buffer_storage or AMD_pinned_memory, two near-identical GL features/extensions that speed up Dolphin a fuckton.
The rain/water visor effects may or may not be ray-casting, I forget what exactly they look like and what ray-casting would imply. I do know that they're framebuffer effects, the game uses EFB to RAM by default (dunno 'bout the rain/water, but the visors require RAM), and that OpenGL has a slower codepath for EFB to RAM.
Also, good luck asking the devs to add a hack. They tend not to care about typical forumers' performance issues.
The rain/water visor effects may or may not be ray-casting, I forget what exactly they look like and what ray-casting would imply. I do know that they're framebuffer effects, the game uses EFB to RAM by default (dunno 'bout the rain/water, but the visors require RAM), and that OpenGL has a slower codepath for EFB to RAM.
Also, good luck asking the devs to add a hack. They tend not to care about typical forumers' performance issues.
<@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
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<@Lioncash> pauldachz in charge of shitposting :^)
<@neobrain> dafuq
<+JMC47> no dude, you're just holding the postcard upside down
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<@Lioncash> pauldachz in charge of shitposting :^)
