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Full Version: Official DX11 plugin thread [OUTDATED]
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Alright, Tino just committed his stuff and well...
He fixed nsmbw. He fixed Mario Kart Wii. He fixed about anything Tongue
MKWii looks even better on dx11 than in dx9, so you finally have a good reason to switch xD
Hmm I just tested DX11 again and graphics are completely broken with Mario Kart Wii. I'm recompiling it to make sure it wasn't something that went wrong while compiling.
(06-16-2010, 03:09 AM)StripTheSoul Wrote: [ -> ]anyone tried Hyrule Field with this plugin, yet?

I just tested there and slowdown is still present... But i will say this, Even with this plugin at this due time, Twilight Princess has never looked so good!
Yes Hyrule Field slowdown still exists, except with this plugin Hyrule Field is 4 FPS. :/

nightrpg

My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).
(06-16-2010, 11:18 AM)nightrpg Wrote: [ -> ]My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

I'd kill for those cards.
(06-16-2010, 11:18 AM)nightrpg Wrote: [ -> ]My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

nearly double compared to dx9? that'd be awesome Wink
What about any other games?
Fog rendering seems slightly wrong, when the fog is rendered in looks like fog encased in a big transparent moving polygon than actual fog. This is the first time I've seen fog on Twilight Princess with Dolphin. Can anyone verify that fog emulation is also working on Resident Evil 4 with the DX11 plugin?

:Edit: Hmm, fog rendering is now working with DX9 as well and is rendered properly. I don't remember there being fog in Twilight Princess with past revisions and the DX9 plugin..

nightrpg

(06-16-2010, 08:11 PM)NeoBrain Wrote: [ -> ]
(06-16-2010, 11:18 AM)nightrpg Wrote: [ -> ]My frame rates seem to nearly double in Final Fantasy Crystal Bearers, in addition to overall better quality.

This is with a 3 ghz cpu and Xfired dx11 compatible vid cards(5700).

nearly double compared to dx9? that'd be awesome Wink
What about any other games?

I only have like 3 wii games, and the other two run at 100% with DX9.
But in FF, the opening 10 minutes float between 20 and 115% with DX9 plugin, and 80 to 500% with DX11. This is with SVN 5725.

Of course, there are display problems with the DX11 still. Lots of flashy glitchy stuff with glowing crystals specifically. In one part, you've got a gun sight to shoot down birds, but instead of the sight, there's just a big green square. But, the playability has gone up a ton since the first version I played a couple days ago where there was massive discoloration and slowdowns.

Hold on a minute and I'll test Rune Factory to see how it plays without the FPS locked to 100%.
While tilling the fields in Rune Factory (The most FPS intensive part of the game for me), I stay at about 125% in DX11 and 103% in DX9.

Also I haven't noticed any graphical distortions or buggyness with RF so far.

Rereading my post and your OP, it might sound like I'm exaggerating a lot, and I might be a little. But I have fairly high standards for playing emulated games (they pretty much have to play better on my computer than on my Wii for me to enjoy it), and this is the first breakthrough I've seen with this emulator that puts that into the realm of real possibilities for my machine, so it's gotten me pretty excited about Dolphin again. I'm in class now, but when I get home later tonight, I'll try to put together a video on Livestream that compares the two plugins.

I haven't used Livestream with Dolphin before, so hopefully it doesn't use up so much resources that it counteracts the performance boost I'm seeing with DX11.
@ NeoBrain & Rodolfo (does he even ever visit this forum? Undecided ): Ector said the stutters which mostly occur when camera angles are being changed, doors are opened, levels are loaded, etc. and which are veeery annoying, come from the slow shader compilation of D3D. Isn't there maybe a way to optimize the shader cache (which is already implemented in Dolphin) in a way that only new shaders have to be compiled? because it seems that every time all is being loaded again...for example when opening a door in Fatal Frame 4...
?
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