Dolphin, the GameCube and Wii emulator - Forums

Full Version: Custom D3D Version with massive performance boost and a lot of rendering fixes
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Idle Skipping = 2fps extras... maybe a i7 4970k @ 5GHz achieve nearly fullspeed.

Salu2 - Darkness Knight
This build is modified in a way that the GPU use is based on what is Dolphin currently rendering
This build decreases the bottleneck in the CPU as the API OpenGL 4.4 & AMD Mantle, i think =P...

Salu2 - Darkness Knight
I get some awesome boosts on this with a lowly E7500 OC'd to 3.66 Ghz in SMG/SMG2. I wonder what boosts I would've gotten if I tested on my previous i7 950 @ 4.2 Ghz. :o

Can this be updated to be based on the latest master branch? Is there any plans soon to implement and support this on OGL in addition to D3D? The link in the op is dead now and gives a 404 error so I'm not sure if this was abandoned or if it's going to be implemented across all backends soon. I notice some speed inconsistency or something where it stutters like fps will fluctuate between high and low even though nothing much has changed on screen. I'm unsure if it's related to this build or another build but in SMG or SMG2 some enemies texture looked black or darker than it should be. While testing this build out last night I ran into a crash but like the previous issue I'm unsure if this build is unstable, I experienced only one crash and it might've just been random.
Did someone also test the OGL performance of this build? As some changes affects all backends, ogl could also be faster (a bit) Wink
Not yet but it always seemed like I got worse performance with OGL vs D3D but maybe that's changed. I only get like 10 fps in Hyrule Field even with this build but this seems to bring D3D11 up to the speed from DX9 (maybe) then some. Still not as fast as with older builds but it's a great start and boost from what performance was before especially with my current hardware. Is there other optimizations or improvements that would net even more of a (significant) boost back to where performance was in older builds or better?

What about rare games that had performance issues or lower speed even with an overclocked Haswell processor, are they full speed now or received a significant boost at the very least?
(05-26-2014, 11:04 PM)degasus Wrote: [ -> ]Did someone also test the OGL performance of this build? As some changes affects all backends, ogl could also be faster (a bit) Wink

The best GL improvement that you may observe is a placebo. My changes did not affect the GL backends at all, and not a single generic path either that may affect all the backends ^^

In all my test, the GL backend is now worse than D3D11 but that's on a single computer, mine…

For the "some texture are black or darker", it was an old lighting bug i fixed some days ago and that is not in the build here. As funny it is for a programmer, the bug was also with GL but the glitch was not showing up, it does not means that the GL rendering was correct, it means that the bug was less apparent for magical reasons.

And there is no obvious explication to your "More slutter than before", it may be placebo, it may be more apparent because the D3D backend is now faster, one thing possible is the EFBAccess emulation that still lack the cache that GL put to reduce a bit some uglyness in the implementation. If you have slutter with EFBAccess disable, it is more likely a slutter in some other part of dolphin not specific to D3D.

And the build is still here : https://drive.google.com/file/d/0BwFELyKmwoCnNEVJT2JhTW1KWE0/edit?usp=sharing

I will make a new one tomorrow with the lighting fix.
Ah maybe it's because of cpu -> efb access but it's more noticeable in this build. I know in the past games that utilized cpu -> efb access ran slower so even on my first gen overclocked i7 950 I had performance issues in games utilizing this feature. Disabling cpu -> efb access would improve speed at the cost of possibly breaking something. A lot of heavy features in Dolphin and if it weren't for that we could get away with lower clocks and not have to overclock much to achieve decent performance.
(05-27-2014, 03:09 AM)galop1n Wrote: [ -> ]
(05-26-2014, 11:04 PM)degasus Wrote: [ -> ]Did someone also test the OGL performance of this build? As some changes affects all backends, ogl could also be faster (a bit) Wink

The best GL improvement that you may observe is a placebo. My changes did not affect the GL backends at all, and not a single generic path either that may affect all the backends ^^

In all my test, the GL backend is now worse than D3D11 but that's on a single computer, mine…

For the "some texture are black or darker", it was an old lighting bug i fixed some days ago and that is not in the build here. As funny it is for a programmer, the bug was also with GL but the glitch was not showing up, it does not means that the GL rendering was correct, it means that the bug was less apparent for magical reasons.

And there is no obvious explication to your "More slutter than before", it may be placebo, it may be more apparent because the D3D backend is now faster, one thing possible is the EFBAccess emulation that still lack the cache that GL put to reduce a bit some uglyness in the implementation. If you have slutter with EFBAccess disable, it is more likely a slutter in some other part of dolphin not specific to D3D.

And the build is still here : https://drive.google.com/file/d/0BwFELyKmwoCnNEVJT2JhTW1KWE0/edit?usp=sharing

I will make a new one tomorrow with the lighting fix.

Weirdly unlike your initial build, with this build and direct 3d i get bad performance, clearly worse than master. I have a 560 ti and latest nvidia drivers. Tried twilight Princess wii for testing.
I used to get worse D3D performance with these builds until I figured out how to build it properly in Visual studio, but now I'm getting consistently faster results.
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