Dolphin, the GameCube and Wii emulator - Forums

Full Version: Sudden DirectX failure in all builds, newest dev builds won't fullscreen with OpenGL
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
I've been using the most recent stable build for a little while now. Last night I ordered a Dolphinbar, which means I'll have to start using rev. 2411 or later in order to use it. I downloaded the most recent dev build to give it a go. Everything was fine and dandy until I hit full screen. Everything just locked up and I had to go to task manager to get back. Tried the revision before it with the same issue. Tired a few other builds from the first page of newest builds with the same results(oldest being 4672). They work fine for me windowed but....I'm not about that life, gotta have full screen :p

I've been using OpenGL for a few weeks now, so I tried DirectX instead with each of these builds hoping to be able to go to full screen. Got absolutely nothing, just a black window and a frozen system(as in, not even windowed mode worked at all). Each version was first tested with OpenGL, then DirectX, then was deleted as I moved on to another build to try.

My next thought was to try the earliest build I can use with the Dolphinbar, 2411. Works perfectly fine in OpenGL(though I'm not happy about the loss of the vertex streaming hack, but the devs had their reasons for removing it so I won't question it). Main reason I used OpenGL over DirectX was the vertex streaming hack, got better performance than DirectX, so since it's gone, I decided to switch back to DirectX. Back to the black window and frozen system. No windowed mode, no full screen.

So, for shits and giggles, I started up my stable build, 4.0.2, to see what happens when I use DirectX with that again. Now for no apparent reason, DirectX no longer works in that either. I've made no changes to my computer since switching to OpenGL a few weeks ago aside from testing those dev builds tonight. I assumed each build was a separate standalone application, so I never deleted my stable build during this process. I wouldn't think that that would cause any issues, but I know hardware much better than software, so I could very well be wrong and may have screwed something up myself by not deleting it first. Clarification on whether or not that could have done anything would be awesome.

After checking out the issue tracker, it seems as if this isn't something that one might be able to reproduce very easily(if at all), so I don't know if there's even a point in me adding this issue to it. If anybody thinks I should go ahead and add it anyway, let me know and I will.

If anybody has any idea at all what could be wrong or causing either of these issues(though my priority is with the DirectX issue) I would greatly appreciate any help or advice. If I'm just stuck with OpenGL now, so be it, I don't have any games that have issues with it, but that may change in the future so I would like to fix it if possible.


System:
Windows 7 Professional
Core i7 4700MQ @ 3.4Ghz
Nvidia Geforce GT 740M driver version 340.52
12GB DDR3 1600MHz
You do realize vertex streaming hack was removed because we now support buffer_storage correctly. OpenGL will still be much faster on NVIDIA.

Still doesn't explain why D3D is broken; but it's likely a settings issue. Settings carry between builds.
Go grab the latest Nvidia driver 344.75 from here: http://www.nvidia.com/download/driverResults.aspx/79893/en-us
If you're already using 340.x series drivers, you have buffer_storage already, so the loss of the vertex streaming hack does not impact your performance at all. In fact, the performance should be better than 4.0.2, due to all of the other speed improvements Fiora and others have made since then. You would only see a (small) performance drop if you were using drivers prior to the 330.x series, which is where nVidia added buffer_storage. The performance drop would still be minimal, as all of the performance increases since 4.0.2 are almost equivalent to the speed boost provided by the VSH/buffer_storage.
Doesn't AMD support it's own version of buffer_storage? If so why is OpenGL faster on Nvidia than AMD? It's also puzzling since afaik the graphics hardware on the GC/Wii are based on ATI/AMD and use OpenGL or a derivative of OpenGL. It was something along those lines that I remember reading a while back.

Nvidia OpenGL drivers are way better afaik
Another thing: if you're trying. To select a video card through Dolphin, you will have problems. You need to set the Optimus to engage through the Nvidia control panel.
(12-20-2014, 09:18 PM)JMC47 Wrote: [ -> ]You do realize vertex streaming hack was removed because we now support buffer_storage correctly.

I did not. I haven't been paying any attention at all to dev builds until I found out I would need one in order to use the Dolphinbar. That's definitely good to know.

(12-21-2014, 10:27 AM)KHg8m3r Wrote: [ -> ]Another thing: if you're trying. To select a video card through Dolphin

That's a big nope.avi

(12-21-2014, 02:30 AM)KHg8m3r Wrote: [ -> ]Go grab the latest Nvidia driver 344.75 from here: http://www.nvidia.com/download/driverResults.aspx/79893/en-us

This fixed everything, which makes no sense to me. Or at least not the part where it fixed the stable version that was working perfectly fine 2 weeks ago with 340.52, but whatever, it works so that's all that matters lol.


DirectX is still being finicky, once it enters fullscreen it does not like to leave. Entire screen goes black but sound keeps playing when I alt+enter back to windowed mode.


With the hardware that I have, along with all the changes made, will I see better performance overall with OpenGL over DirectX anyway? Currently using 4711. Played Metroid Prime for a few with OpenGL and I'm getting more stutters now than with 4.0.2 so that's why I ask.
Disregard that, DirectX is broke again -_-


But the issue with new dev builds not going to fullscreen with OpenGL is still fixed...so....progress at least? lol



Also, a little more info that may or may not help:

When I tested just a few minutes ago(above post) and DirectX DID work, it autoselected "Intel HD 4600" in the Dolphin menu, as it's supposed to. Now, it autoselects the GeForce and the Intel graphics are completely gone from the drop down menu. When I used DirectX before(few weeks back), it usually autoselected the GeForce, but the Intel graphics were still in the drop down menu, and it worked fine.

Also, if I switch to OpenGL then back to D3D(without running any games in between), it changes so that Intel graphics are autoselected, but the Geforce is gone from the drop down. Oh, and it still doesn't work.
Sounds like a driver issue.
Pages: 1 2