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Full Version: Custom D3D Version with massive performance boost and a lot of rendering fixes
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(06-06-2014, 07:48 AM)galop1n Wrote: [ -> ]For the story, reflection work in GL too, but the D3D back-end is now free of shadow zfight, so it is still better : http://imgur.com/a/PSl39#0

HOLY CRAP! This is the closest I have ever been able to play Rogue Squadron! I don't know if anyone else has had a chance to check into it, but it is semi working. Weird thing is that it seems as though the site distance has been reversed. Now you can see stuff beyond the original "dome" out a ways, however now the ground is gone within the original site dome. Then there is another "dome" that you can't see stuff beyond that. Strange that it seems as though there are multiple "layers" or distances of sight/detail that the game draws.

Seems like you are certainly on the right track here for making some major breakthru's in performance galop1n!
(06-06-2014, 08:14 AM)brawleyman Wrote: [ -> ]
(06-06-2014, 07:48 AM)galop1n Wrote: [ -> ]For the story, reflection work in GL too, but the D3D back-end is now free of shadow zfight, so it is still better : http://imgur.com/a/PSl39#0

HOLY CRAP! This is the closest I have ever been able to play Rogue Squadron! I don't know if anyone else has had a chance to check into it, but it is semi working. Weird thing is that it seems as though the site distance has been reversed. Now you can see stuff beyond the original "dome" out a ways, however now the ground is gone within the original site dome. Then there is another "dome" that you can't see stuff beyond that. Strange that it seems as though there are multiple "layers" or distances of sight/detail that the game draws.

Seems like you are certainly on the right track here for making some major breakthru's in performance galop1n!

I skipped the zfreeze mesh (the star dome), just to figure what was the game without powering up my wii, and http://imgur.com/a/HM6GJ#2
zFreeze is clearly doable and will improve mario tennis too, just need a bit of time to implement and have it working properly.
Galop, You update the version but https://github.com/galop1n/dolphin/tree/D3D is not working, where Can i see the code?

(06-06-2014, 07:13 AM)Link_to_the_past Wrote: [ -> ]
(06-06-2014, 06:45 AM)galop1n Wrote: [ -> ]Made an EDIT of the first post with the new version and release notes : here https://forums.dolphin-emu.org/Thread-code-to-review-for-a-boost-in-the-d3d-backend?pid=323077#pid323077

Omg, it fixes even more stuff than are listed, this should definitely be merged to master, i should make a list of issues fixed.
Issue 6766 is fixed. https://code.google.com/p/dolphin-emu/issues/detail?id=6766
Issue 6562 is fixed. https://code.google.com/p/dolphin-emu/issues/detail?id=6562
Issue 7007 is fixed. https://code.google.com/p/dolphin-emu/issues/detail?id=7007

Also Star wars Rogue leader is affected, now you see far but not close (the opposite of before).
This fixes the slowdown in RE3 at the beginning of the game( still unplayable with safe texture cache).

There seems to be a depth issue, as you see with the doors/herbs being in front of the static backgrounds.


[Image: RE3.jpg]
I wonder if this does anything to ground reflections in Starfox Adventures. That game still has graphical and performance issues since a while. I can't test atm but will when I get a chance; can't wait for this and the PPC improvements to be merged into master. Smile
The ground reflections in Star Fox Adventures are like that on console, check it out.
I did some more testing.

Metroid Prime 1/2/3 still suffer the worse kind of the stuttering (than OpenGL) and I also noticed that the colors messing up when going into the morphball for a split second. Everything was all psychedelic and pixelated. It's like when you change internal resolution while playing Zelda OoT. I was hoping that the stuttering while loading rooms + shadercache would be better in these builds, but unfortunately it's not.

Mario Golf (Virtual Console): Layering issue on the legs is fixed. Is faster than OpenGL now.

NBA Live 2005: OGL is a solid 60 fps/60 vps. D3D stays at 60 vps a lot of the time but the fps is in the low 50s and high 40s most of the time. Fixes the foul shot camera in D3D glitch.

F-Zero GX: The videos no longer work, which is actually a good thing. The Sonic Unleashed hack was removed, and that broke videos on OpenGL (correct behavior considering the current situation.) Boulders still don't have any shadows on D3D. OpenGL draws them correctly. Rain is still broken on F-Zero GX as well, has worked in OpenGL since TFN was merged.

Mario Power Tennis: You already know that it's working much better

Star Wars Rogue Squadron: Actually almost beat the first mission before the game crashed. Stuff is still drawing very wrong, but, hey, I know you're working on it and this is the furthest I ever got. Try not to go into first person.

New Super Mario Bros. Wii: Runs around 80 fps with 4 players, EFB2Ram. To compare to Master, it runs 65 - 72 fps usually in the same demos.

Mario Kart Double Dash: No more darkened karts. Yay! This also goes for all the other games infected by that bug.

Luigi's Mansion: The dark lines that show up on console (very, very slightly) are not here at all. Do you think we can sneak this past neobrain?

The Shader Cache lag (first time you load an area) seems a thousand times worse than I remember. It's awful on Master too, but here it's just really awkward. OpenGL has the same problem, but it's not as bad.

Splinter Cell Double Agent: Menus are extremely dark. Rest of the game is unchanged.

Sonic Gems Collection: Nothing draws whatsoever for me. This does not happen on master. This should be considered a critical bug.

Edit: More testing! When I say something is still broken, that means it was broken on master.

Sonic Riders: Lighting still missing specular (shine) on characters. OGL and Software Renderer work fine. D3D9 also worked fine before too. I don't remember when this got fixed in OpenGL, but it wasn't always working there.

Pokemon Snap: Pictures still aren't recognized in D3D. OpenGL has same problem, but Software Renderer works.

Super Smash Bros. Melee: Termina Bay building still has flickering lighting. OGL also has this problem. Software Renderer works.

Castlevania III (VC): Still doesn't run full speed. D3D still displays garbage over most of the sprites. OpenGL works fine.

Harvest Moon: A Wonderful Life: Still has horrible lag when staring at the lights at night. This was only fixed in the Hashless branch. Never been fixed in master.

Mario Golf Toadstool Tour: The fucking buttons are upside down! WHAT. https://dl.dropboxusercontent.com/u/484730/GFTE01-1.png This wasn't happening in an older version when you added the spiky polygon fix. On the plus side, the putting greens are finally working Big Grin!

Legend of Zelda: Four Swords Adventures: No graphical bugs or anything, but the Level Select (Single Region, not whole world) gets exponentially slower as you increase IR. Even though it's just a 2D screen. OGL is even worse than D3D with this.

Mario Super Sluggers: Holy crap it maintained over 60 fps on the character select! That's a first! Also fixes the broken Star Meters Big Grin Also fixes the Champion Stareoff in EFB2Texture.
That's a nice list you gave to me Smile I will look at it one by one, so it will take time.

For Metroid Prime, i have the same result in gl and d3d (video https://drive.google.com/file/d/0BwFELyKmwoCnb0p1MjFKOURwcjg/edit?usp=sharing ). The noisy effect is wanted (not a bug), the yellow lines are because the game seems to have fail to copy the frame buffer for a reflection effect (probably). It is also the same in GL and D3D. RealXfb do not fix the problem, so fill a bug. Rogue Squadron first person had the same yellowish effect on the xwing internal screen, so it may be related to a YUV texture missing maybe (XFB stuff really)…

Yes, i disabled the near/far plane small extension that work around the Sonic Unleashed UI "not a" bug. I think it was because it hurts one game, but i cannot remember exactly or if i was day dreaming while debugging the black sky in zelda…

The shader cache may produce a bit more of shader, only VS, as it has a new switch ( native and extended viewport ), but the most shaders are from the PS anyway (i may also had increase the optimization level in release that may explain the worser compile time Smile )

Pokemon Snap : let me guess, it is a game you take picture ? Smash brawl has the same issue with the pause menu to take picture, only EFB to ram ( or xfb in the worst case ) will solve that
(06-06-2014, 04:35 PM)JMC47 Wrote: [ -> ]The ground reflections in Star Fox Adventures are like that on console, check it out.

The reflection doesn't seem quite right in Dolphin, noticeable in Krazoa Palace. Plus on the title and file select screen Fox's fur isn't rendered correctly however that may be due to something else but I was hoping these changes would improve/fix the former. There were other graphical issues with this game that I'm unsure whether or not they were ever fixed as it's been a while since I did my playthrough from the beginning.
The Fur was handled by TFN on OGL, to my knowledge. MaJoR's the expert on this game.
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