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Invader > Indeed. I never figured out why the textures were broken in D3D11 and OpenGL. I tried to solve this problem with creating textures with different files formats (.png, .tga with correct alpha channel), nothing seems to work. =/
Well, OpenGL looks fine with custom textures, only some text textures are slightly inclined.
Maybe I did something wrong in all of this, but I really don't know where.

Screenshots :
If D3D11 is more accurate, then how come D3D11 is the only backend that can't emulate the opening classroom scene in Tales of Symphonia correctly? Also, it is the only backend to suffer from Sunlight shining through trees/walls in Twilight Princess.
It should first be removed when the other two backends are just as good as or even better than D3D9 ..
(09-02-2013, 09:22 AM)slax65 Wrote: [ -> ]It should first be removed when the other two backends are just as good as or even better than D3D9 ..

I think it should be removed whenever the developers think it should be removed. As with the current maste branch development revisions, Dolphin is moving forward. If support for things you use is dropped (Intel GMA chipsets, asynchronous audio, D3D9) then you have the option to stay on olde revisions that work for you. It's not a mandatory upgrade that anyone's forced to live with. Unless there's a killer feature in 4.0 that people must have, I don't see how it would be a problem for those that want to stay behind, especially if Dolphin's running fine for them already.

The other two backends, OpenGL at least, are up to par for a vast majority of games. I haven't had any issues on OpenGL except for Sonic Heroes (and even then, I found a workaround, not the best one though).
D3D9 will be in 4.0. Once 4.0 is pushed, D3D9 will be almost immediately removed and D3D11 and OpenGL will get a whole lot faster in the changes that follow. For the D3D9 diehards, 4.0 will be yours forever. For everyone else I think better accuracy at better speeds is good enough Big Grin.
Hmm, does the removal of DX9 suggest that we'll get improvements in DX11 and Open GL?

I've always thought it was weird that Open GL wasn't the most accurate considering that GC and Wii games are using something really close to it.
(09-02-2013, 07:18 AM)Invader Wrote: [ -> ]
(09-02-2013, 07:01 AM)delroth Wrote: [ -> ]D3D9 is less accurate and is only faster because we're limited in what we can do in D3D11/GL while keeping D3D9 compatibility. D3D9 will go away as soon as 4.0 is released and there's no question about that. FWIW, even the most active opponent to D3D9 deprecation (rodolfo) agreed since there are some features (proper early-z forcing) that are present on GC but can't be properly emulated with D3D9 (D3D11/GL are fine).
https://forums.dolphin-emu.org/Thread-brawl-hd-retexture-project-v3-5beta-aug-27-2013-super-smash-bros-brawl-hd
Well if that's the case then do you know the reason Yami's texture pack doesn't work with D3D11 or OpenGL. Is it the textures themselves (if it is I can probably fix that). Or is it a problem with the way Dolphin handles custom textures. I'm working on a texture pack myself and it works fine with OpenGL and D3D11 (as well as D3D9).
The lack of proper bug reports is one of the common reasons why d3d11/ogl appear inferior to many users. I've read about the custom textures issues in d3d11/ogl a few times but I'm fairly sure we don't have a bug report about it yet. Fyi, my workflow doesn't include any unreported issues ever since I realized how much of a waste of time it is to extract information out of unorganized forum posts.

(09-02-2013, 03:29 PM)Otakumegane Wrote: [ -> ]Hmm, does the removal of DX9 suggest that we'll get improvements in DX11 and Open GL?

I've always thought it was weird that Open GL wasn't the most accurate considering that GC and Wii games are using something really close to it.
GX isn't close to OpenGL at all. It happens to be closer to OpenGL than to D3D, however.

(09-02-2013, 11:46 AM)MaJoR Wrote: [ -> ]D3D9 will be in 4.0. Once 4.0 is pushed, D3D9 will be almost immediately removed and D3D11 and OpenGL will get a whole lot faster in the changes that follow. For the D3D9 diehards, 4.0 will be yours forever. For everyone else I think better accuracy at better speeds is good enough Big Grin.
I'll just take this chance and make the note that I doubt either d3d11 or opengl will get much of a speedup unless I magically get a huge amount of free time (hint: unlikely) or somehow else get to work more on Dolphin. Or, of course, someone else magically implements the architectural changes required to make VideoCommon suck less.
Neobrain, must you pop every bubble of performance happiness? Sad
(09-02-2013, 08:48 PM)neobrain Wrote: [ -> ]I'll just take this chance and make the note that I doubt either d3d11 or opengl will get much of a speedup unless I magically get a huge amount of free time (hint: unlikely)

Yep, better get that misconception cleared up right away. People have been pushing a false narrative for a while now about all of the great things that are going to happen after DX9 gets removed. As we've just read, there isn't going to be a whole lot of anything happening other than the removal itself.
(09-02-2013, 10:13 PM)Starscream Wrote: [ -> ]
(09-02-2013, 08:48 PM)neobrain Wrote: [ -> ]I'll just take this chance and make the note that I doubt either d3d11 or opengl will get much of a speedup unless I magically get a huge amount of free time (hint: unlikely)

Yep, better get that misconception cleared up right away. People have been pushing a false narrative for a while now about all of the great things that are going to happen after DX9 gets removed. As we've just read, there isn't going to be a whole lot of anything happening other than the removal itself.

Starscream, cherry picking parts of sentences since 2008. Unless someone works on what's needed to make GL and D3D11 faster, it won't get faster. What a surprise. It just happens that neobrain won't work on that, but guess what: neobrain isn't alone to work on Dolphin.

Having proper state tracking instead of our current stupid "flush everything on changes", caching transformed vertices with Transform Feedback, doing texture decoding on GPU, using integer shaders instead of our hacks, having a proper buffer/memory manager, having a proper texture cache that caches texture objects, etc. All these are VideoCommon stuff that are mostly incompatible with how D3D9 does stuff.

neobrain Wrote:Or, of course, someone else magically implements the architectural changes required to make VideoCommon suck less.

That would most likely be degasus, if you're not planning to work on it.
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