08-08-2010, 07:19 AM
08-08-2010, 11:23 PM
so it's an ATI <-> Nvidia-thing?
08-25-2010, 02:36 AM
can someone show me how to get this plugin , i want to unleash my gaming laptop
08-25-2010, 02:50 AM
open config -> plugins and select the dx11 plugin. if you dont see it try this
08-25-2010, 03:37 AM
thanks , it runs perfectly
08-25-2010, 12:57 PM
Now since the initial release months ago, it looks like no one's really done any work on this plugin... which is surprising. It was said that it would be a few months before the plugin would catch up to DX9, but it hasn't made any progress towards that from what I see (I follow everything on the GoogleCode page).
Any idea when at least the options from DX9 will be implemented (EFB>Ram toggle, Bilinear filtering, scaling options, hi-res loading + dumping, XFB, mipmaps, etc.)?? Maybe after all the music work for MG 1 & 2 which is I'm sure one of their top priorties.
I really look forward to start seeing some updates on what will be the future premier plugin for Dolphin! Good luck!
Any idea when at least the options from DX9 will be implemented (EFB>Ram toggle, Bilinear filtering, scaling options, hi-res loading + dumping, XFB, mipmaps, etc.)?? Maybe after all the music work for MG 1 & 2 which is I'm sure one of their top priorties.
I really look forward to start seeing some updates on what will be the future premier plugin for Dolphin! Good luck!
08-25-2010, 06:33 PM
Uhm well, it certainly has made progress towards DX9...
From the features which are implemented, we have almost 100% the same compatibility as DX9.
Bilinear filtering won't be implemented since it breaks games.
texture dumping - I don't see why that NEEDS to be in DX11 tbh...
mipmaps - guess you're talking about that "native mips" option. I killed the option and defaulted it to be true for DX11, since it barely changes the FPS (for me) but increases compatibility quite much. Anyway, this can be changed via config files IIRC.
Anyway, there are some things missing, yeah. I've been quite busy these months, Tino (rodolfo) as well, and we were the ones who did the main development in that regard.
Still, apart from antialiasing, hi-res textures (how many good Wii hi-res texture packs are there anyway?), XFB stuff and EFB->RAM we aren't missing much. The default config runs quite many games fine.
About speed - I fear that this one will be somewhat hard to fix, or even impossible. At least it will require some very invasive changes to the VideoCommon interface.
EDIT: fwiw, just updated my first post to better reflect current status etc
From the features which are implemented, we have almost 100% the same compatibility as DX9.
Bilinear filtering won't be implemented since it breaks games.
texture dumping - I don't see why that NEEDS to be in DX11 tbh...
mipmaps - guess you're talking about that "native mips" option. I killed the option and defaulted it to be true for DX11, since it barely changes the FPS (for me) but increases compatibility quite much. Anyway, this can be changed via config files IIRC.
Anyway, there are some things missing, yeah. I've been quite busy these months, Tino (rodolfo) as well, and we were the ones who did the main development in that regard.
Still, apart from antialiasing, hi-res textures (how many good Wii hi-res texture packs are there anyway?), XFB stuff and EFB->RAM we aren't missing much. The default config runs quite many games fine.
About speed - I fear that this one will be somewhat hard to fix, or even impossible. At least it will require some very invasive changes to the VideoCommon interface.
EDIT: fwiw, just updated my first post to better reflect current status etc
08-26-2010, 06:27 AM
haw, I personally like Bilinear Filtering...it makes 2D-surfaces prettier and it's only the videos in some games and well, SMS goo which gets broken with it, but an option would be nice...just my humble opinion, though 

08-26-2010, 07:44 AM
I definetely vote for bilinear filtering to be an option. I always have it on and for my collection (about 30 GC + Wii games) nothing is broken - video wise or else. The only exception is the Mario Party games which causes the text to look a little screwy.
Same for XFB...it kills Sega Racing performance for me. Sounds like that is planned though.
And as for Mipmaps, it can cause stability issues. Once that gets sorted out, I guess it can just always be on. See here: http://code.google.com/p/dolphin-emu/issues/detail?id=2929&q=mipmaps
Thanks for the reply though! I guess it is further along than it appeared! The biggest one for me is the EFB > Ram stuff....otherwise Sega Racing is unplayable and Fzero has terrible shadow problems. And of course, several others need it set to "Ram" to display everything properly. So I would make that the priority when the time comes to start porting over some more options.
Same for XFB...it kills Sega Racing performance for me. Sounds like that is planned though.
And as for Mipmaps, it can cause stability issues. Once that gets sorted out, I guess it can just always be on. See here: http://code.google.com/p/dolphin-emu/issues/detail?id=2929&q=mipmaps
Thanks for the reply though! I guess it is further along than it appeared! The biggest one for me is the EFB > Ram stuff....otherwise Sega Racing is unplayable and Fzero has terrible shadow problems. And of course, several others need it set to "Ram" to display everything properly. So I would make that the priority when the time comes to start porting over some more options.

08-26-2010, 09:10 AM
Hmm I just tested Shattered Memories with native mips enabled and it's working fine with the DX9 plugin.