neobrain Wrote:Apparently it kinda is the same in the dx9 final branch.
googlecode Wrote:Use the existing configuration option Fast Depth Calculation to control if the depth pass to emulate early z is enabled. this way if the option is enabled you get the speed that was lost in some devices. to play games that require early z the option mas be checked
o_O. What a weird hack...
I'm using fast depth id dx9 as a way to enable/disable early z from the user side, is just a temporal solution while improving the configuration menu.
I will check the source of the slowdown can you tell me the exact revision that slow downs SSAA?
I found it. The slowdown first occurs on DX9-Final-4.0-14-x86. It doesn't occur on DX9-Final-4.0-12-x86. There is no 4.0-13. So whatever change in 4.0-14 causes it.
thanks for the help i will try to fix it asap
Also, Nintendo screens flashing of Fire Emblem: Radiant Dawn first occurs on DX9-Final-4.0-121-x86. It doesn't occur on DX9-Final-4.0-120-x86.
ok traced back the slowdown to the source and is tev-fixes-performance, the slow down is due to the modifications needed to increase acuracy in tev, it only affects ssaa 9x because the amount of pixels that are calculated, so is a trade of acuracy vs speed.
Thanks for the information. It's unfortunate. I like to use 9x SSAA. Accuracy is all well and good but in this case I don't see any visual differences but the performance drop is quite noticeable.
I moved the off-topic posts to a new thread but something went wrong and I can't find the splitted thread anymore. BTW, this one is for DX9-Final tests/bug reports. If you guys want to ask for old builds, ask elsewhere and be warned that we don't support anything older than latest stable release in the forums...
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