I noticed [does not matter which game] that DirectX9 is running much slower than DirectX11. I am using the same settings for the plugins. I think this is a revision regression.
Please look into the screenshots; computer specifications are noted in my signature.
I have tried other builds from different compilers, but the performance still suffers...
[
attachment=7859] (DirectX9)
[
attachment=7860] (DirectX11)
it could be that your integrated GPU(CPU) is used with dx9
and because it doesn't support dx11, the nvidia 520 gpu is activated...
thats probably a setup problem...
verify if the nvidia gpu is used with dx9
rightclick dolphin.exe and setup highperformance gpu
(06-10-2012, 03:25 AM)dannzen Wrote: [ -> ]it could be that your integrated GPU(CPU) is used with dx9
and because it doesn't support dx11, the nvidia 520 gpu is activated...
thats probably a setup problem...
verify if the nvidia gpu is used with dx9
rightclick dolphin.exe and setup highperformance gpu
on my system DX11 runs better than DX9. On DX9 games stutter a lot, but they play fine on DX11.
Currently I'm using OpenGL though. Always get 100% performance on all games. Running at 1920x1080 resolution and "2x native internal resolution". Dolphin is at 3.0 build 716 (latest as of June 02, 2012).
my specs are:
Intel Core I7 2600 3.4GHz
8GB RAM DDR-3
GeForce GTX 570HD 2560MB of VRAM
Windows 7 Ultimate 64-bits
FullHD monitor, at 1920x1080 resolution
@Diathorus
Settings?
Build?
Games that you've tried?
Hardware?
I can confirm this, DX11 is always 1-2 frames faster in SMG and Zelda SS compared to DX9. This was not the case with build 3.0-424 but is with 3.0-716.
System DellXPS17 3D Core i7 Sandy Bridge, GT555M
Settings: Lock Tread to core = on, JIT, HLE, Vsync = on, PerPixel Lighting = On, EFB to Texture, Cache = fast, OpenMP Texture Decoder, 1080p 3x IR, 16xAF, no AA
Huh. I just tested it. They're right!? I just gave Super Mario Galaxy a quick test. 3.0-716, 1x Native resolution, EFB to Tex, Tex Cache on Fast, at the observatory start (no moving), HLE with Xaudio, frame limit off.
D3D9 - 66-67fps
D3D11 - 71-72fps
What on earth is going on? Alright, another test. At 3x native, same settings otherwise, I got this.
D3D9 - 64fps
D3D11 - 61fps
Well, that's normal I guess. I tend to keep a bunch of old revs around, so, let's try 3.0-600. Same settings as the first test, with Fast Mipmaps off for fairness.
3.0-600
1x Native
D3D9 - 72fps
D3D11 - 67fps
3x Native
D3D9 - 69fps
D3D11 - 60-61fps
Huh. Looks like that from 600 to 716, DX11 performance has improved for 1x, but DX9 performance took a big hit for both 1x and 3x. I have a few revisions inbetween those, let's try them.
3.0-631
1x Native
D3D9 - 76-77fps
D3D11 - 70-71fps
3x Native
D3D9 - 72fps
D3D11 - 60fps
3.0-682
1x Native
D3D9 - 66fps
D3D11 - 71-72fps
3x Native
D3D9 - 63-64fps
D3D11 - 60-61fps
So what did we learn? 3.0-631 is freakin fast, for some reason. And while DX11 has more or less been stable (even improved some), DX9 took a 10fps hit somewhere between 3.0-631 and 3.0-682. And, despite the performance hit, at 3x native resolution, DX9 is still faster.
Note that I kept a GPU monitor up throughout, and at no point in these tests was my GPU maxed out. This is entirely CPU related. And uh, I didn't pay enough attention to get GPU usage stats, sorry.
The performance ratio between the two will vary slightly from one build to another, from one game to another, and from certain settings. It will vary a lot from one gpu architecture to another.
Yeah but that isn't the case with Gamecube games....right?
(07-12-2012, 09:08 AM)isamu Wrote: [ -> ]Yeah but that isn't the case with Gamecube games....right?
What?
(07-12-2012, 10:06 AM)ExtremeDude2 Wrote: [ -> ] (07-12-2012, 09:08 AM)isamu Wrote: [ -> ]Yeah but that isn't the case with Gamecube games....right?
What?
It's true. Gamecube games such as F-ZeroGX runs terribly in DX11 but runs great in DX9.