@IceD_X
Ok let me state it YET AGAIN. Revision 6549 is the source of the problem. The scaling function for SSAA was changed in that revision so I know that exact code that caused it. I reported this to neobrain, he knows about it and is going to do something about it soon. Me and him are going to do some testing this weekend and hopefully it will be fixed by next week. MSAA works in opengl and d3d11 but that's because MSAA is completely different from SSAA in how it's implemented. Simply put you're trying to figure out something that was already figured out and discussed for 2 pages.
I sware if I have to repeat this one more time I'm going to lose it. Please read the entire thread before you post people.
The MSAA doesnt work in DX11 though. Or if it does it's not working correctly. Edges are noticeably rougher and more jagged with it turned on at 8x than off.
That's very weird. I can't test MSAA in d3d11 since my gpu only supports d3d10 so I'll have to take your word for it. Broken SSAA I can understand but unless neobrain screwed up something when he merged all that code for the d3d11 plugin into videocommon I can't see what else could have broken MSAA.
Can you test 6546 and 6551 to see if MSAA in d3d11 works properly in 6546 and not in 6551. If that's the case then it's related to the same commit that broke SSAA for me (6549).
(01-28-2011, 09:04 AM)ayami6969 Wrote: [ -> ]The MSAA doesnt work in DX11 though. Or if it does it's not working correctly. Edges are noticeably rougher and more jagged with it turned on at 8x than off.
I can back this statement. Wind Waker looks way jaggier when turning the MSAA on using the DX11. I'll take screens tonight.
After alot of test yesterday i can confirm this regression.
Thanks alot NaturalV and slax...and sorry for mine continue question about that...
(01-28-2011, 02:06 PM)NaturalViolence Wrote: [ -> ]That's very weird. I can't test MSAA in d3d11 since my gpu only supports d3d10 so I'll have to take your word for it. Broken SSAA I can understand but unless neobrain screwed up something when he merged all that code for the d3d11 plugin into videocommon I can't see what else could have broken MSAA.
Can you test 6546 and 6551 to see if MSAA in d3d11 works properly in 6546 and not in 6551. If that's the case then it's related to the same commit that broke SSAA for me (6549).
Done and done, but unfortunately I don't think it's the result you were looking for.
AA x8 works fine in both 6546 and 6551 with the DX11 plugin full screen in both fractional and integral EFB scales Win7 64bit, 5870. Also, comparing those against the current revision 6946, when you turn 8x AA on in DX11 the older revisions not only have the working AA but the speed hit is almost nonexistant. But in 6946... wow it's bad. Like a 50% speed hit minimum in all games I've tried, if not worse. EDIT- the speed hit is only exceptionally monstrous in Integral with 8x AA on in 6946 and only in fullscreen, in older revisions it doesn't matter. Fractional in 6946 still takes a bigger speed hit than the older revisions, but not nearly as bad as integral. Fractional w/8xAA in 6946 will cost me 5-10 fps off of games I would normally run at 60fps, where in the older revisions I'd still get 60 fps. Integral w/8xAA in 6946 however chops the 60fps to 25-35 fps, and a rough stuttering 25-35 fps at that, where it was smooth as silk and working both windowed and fullscreen in both revisions you requested tested.
Hmm. That means it's a different issue. Make sure all your settings are exactly the same and any new options that were added in the newer builds are off. As long as you're sure of that then I would try and track down the specific revision that caused it if I were you, like I did. Start by testing 6600, 6700, and 6800. or as close to those numbers as you can get. I can't test it myself since I can't use msaa with d3d11 period (d3d10 hardware here).
(01-29-2011, 03:34 AM)NaturalViolence Wrote: [ -> ]Hmm. That means it's a different issue. Make sure all your settings are exactly the same and any new options that were added in the newer builds are off. As long as you're sure of that then I would try and track down the specific revision that caused it if I were you, like I did. Start by testing 6600, 6700, and 6800. or as close to those numbers as you can get. I can't test it myself since I can't use msaa with d3d11 period (d3d10 hardware here).
Oh I absolutely made sure all options were the same in each test. I've since deleted the two older revisions I tested but I dont think there was much if anything different as far as available options went that I noticed. Maybe the ability to enable cache for EMB->RAM was new but I didnt use that. I also made sure to try a few different ways each time with options I thought could be problematic, like the EFB scales I mentioned, windowed and fullscreen, and also progressive scan on and off which I read somewhere around here may have something to do with the lack of DX11 AA.
I wont have time this weekend to go revision hunting for when the problem first occurred but maybe sometime early next week. Like SantaC also noted above though the problem definitely does exist.
(01-29-2011, 03:34 AM)NaturalViolence Wrote: [ -> ]I can't test it myself since I can't use msaa with d3d11 period (d3d10 hardware here).
Is MSAA only available on DX11 hardware ? I used to use it on a DX10 card (and maybe even DX9) in several PC games.
No. But MSAA in dolphin's d3d11 plugin requires hardware that supports d3d10.1 or higher. MSAA can be done on any version of opengl or d3d back to 2001. And it could be done in software as well for even older games.