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I can't help it but OMG, SS, I don't understand why are you being so entitled to second-guess Delroth when the reasons are completely rationally explained, even evident. Nobody seems to disagree except you. You're saying that the decision of not maintaining DX9 is an arbitrary decision, even when Delroth explained the technical reasons behind. You're saying that maintaining DX9 is depending of a "Yes" or "No". Is not that easy. If they want to keep improving the video support on Dolphin, they need to move foward, not to keep depending on a buggy, oudated engine with incomplete support of all the GC/Wii features. At least not without turning Dolphin under a crumb of hacks. The video engine needs an overhaul, and that's not going to happen without breaking DX9... or making alternative parallel code, like Delroth already explained, which is redundant and unnecesary work, also, easier said than done. No developer seems to be interested in doing that, you're the only one that seems to care about it. Maybe, if someone does that work, they'll likely include it in Dolphin. This is an Open-Source project for a reason. So, please, spend less time bashing Delroth, and spend more time bashing the infinitude of what is everybody, that does nothing with it. Smile

Delroth, keep up with your awesome work.
(09-03-2013, 10:53 AM)JMC47 Wrote: [ -> ]I'm really sick and tired of saying D3D9 is the absolute fastest back-end. It's simply not true for a lot of people. OpenGL's vertex streaming features make it comparable to or faster than D3D9 in a lot of games.
Yeah, just that this is not a fair comparison because we aren't hacking the shit out of d3d9 while we are doing that in OGL when fast vertex streaming is enabled. To be fair, D3D9 is the only API which does not suck as much as D3D11 and OGL when it comes to buffer management. It's basically the only thing that it's doing right compared to the other two.
(09-03-2013, 06:31 PM)neobrain Wrote: [ -> ]
(09-03-2013, 10:53 AM)JMC47 Wrote: [ -> ]I'm really sick and tired of saying D3D9 is the absolute fastest back-end. It's simply not true for a lot of people. OpenGL's vertex streaming features make it comparable to or faster than D3D9 in a lot of games.
Yeah, just that this is not a fair comparison because we aren't hacking the shit out of d3d9 while we are doing that in OGL when fast vertex streaming is enabled. To be fair, D3D9 is the only API which does not suck as much as D3D11 and OGL when it comes to buffer management. It's basically the only thing that it's doing right compared to the other two.
But in these benchmarks GL is still faster than D3D11/D3D9 on NVIDIA without hacky fast vertex streaming.

twocows

I think the problem from some of the users' perspective is that they're seeing bugs on D3D11 that aren't there on D3D9. That's what bug tracking is there for, though, right? If you're seeing problems in D3D11 that aren't there in D3D9, make a bug report about it (look at some of the other bug reports so you know what to include) and star it so you'll get posted on updates. Until then, 4.0 will apparently still support D3D9 if there's some D3D11 bug you absolutely can't abide by and, based on the state of the dev snapshots I've been using, it looks like it'll still be a solid release.
(09-03-2013, 10:53 AM)JMC47 Wrote: [ -> ]I'm really sick and tired of saying D3D9 is the absolute fastest back-end. It's simply not true for a lot of people. OpenGL's vertex streaming features make it comparable to or faster than D3D9 in a lot of games.
Not all users use Nvidia cards.

(09-03-2013, 03:00 PM)oddMLan Wrote: [ -> ]I can't help it but OMG, SS, I don't understand why are you being so entitled to second-guess Delroth when the reasons are completely rationally explained, even evident. Nobody seems to disagree except you.
Of course not. But some users don't express their opinions because of an unknown reason. Smile

(09-03-2013, 09:54 PM)twocows Wrote: [ -> ]I think the problem from some of the users' perspective is that they're seeing bugs on D3D11 that aren't there on D3D9. That's what bug tracking is there for, though, right? If you're seeing problems in D3D11 that aren't there in D3D9, make a bug report about it
Like I said before, one of the reasons the users didn't report the bugs is because they could just switch to D3D9.

In actuality, if they're see bugs on D3D11 that aren't there on D3D9, do you really think the first thing they will do is report a bug? I bet most of them will just switch to D3D9. This might change in the future if there is no D3D9 anymore.
(09-03-2013, 10:33 PM)xemnas Wrote: [ -> ]In actuality, if they're see bugs on D3D11 that aren't there on D3D9, do you really think the first thing they will do is report a bug? I bet most of them will just switch to D3D9. This might change in the future if there is no D3D9 anymore.
The same reasoning could be made for D3D9-only bugs. But we have a fairly large list of these: https://code.google.com/p/dolphin-emu/issues/list?can=2&q=Component%3DDX9+&colspec=ID+Type+Status+Priority+Milestone+Owner+Summary&cells=tiles

How do you explain this?
Some of D3D9 issues might not get reported as well because the users who found them might just switch to D3D11/OGL. I don't think we have a way to know that if every single issue is reported.

There is quite a large list of D3D11 issues as well: https://code.google.com/p/dolphin-emu/issues/list?can=2&q=d3d11&colspec=ID+Type+Status+Priority+Milestone+Owner+Summary&cells=tiles.

Anyway, I guess right now D3D9 issues aren't much important because it's already been decided that D3D9 will be removed.
I'll just ask something here. As you may know, most people rely on savestates and then wonder why their game is bugged. (Yeah, some people know who i'm talking about)

Would it be to hard to display a warning telling the user to save in game too when attempting to make a savestate? Would be a lot helpful with someone trying to make a Let's Play and NOT wanting to listen to the community Big Grin
DX11 Cards only huh? Bummer :/
(09-03-2013, 11:49 PM)Zee530 Wrote: [ -> ]DX11 Cards only huh? Bummer :/
DX10 cards should also be able to use DX11 (or 10.1, dunno)
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