01-03-2016, 09:31 PM
01-03-2016, 09:47 PM
(12-29-2015, 05:21 AM)Link_to_the_past Wrote: [ -> ](12-29-2015, 03:49 AM)DrHouse64 Wrote: [ -> ]Did someone tested The Last Story? The comparaison should be interesting.
A single fps difference here and there, nothing much.
For me instead The Last Story is noticeably faster (around 15%): got from 27-28 to 32-33 fps at the beginning of the game (DX11 vs DX12 - OpenGL not comparable because in Copy to RAM is very very slow)
Hexidecimal
01-04-2016, 04:44 AM
Sadly clearing the cache and trying versions both v93 and v94 still result on a crash after loading Super Mario Galaxy and Custom Textures.
01-04-2016, 05:07 AM
(01-03-2016, 08:34 PM)Wabe Wrote: [ -> ]Torch lights are working again in .94 \o/
Thanks hdcmeta.
(01-03-2016, 09:31 PM)dephined Wrote: [ -> ]Yes, now Goldeneye 007 is fixed!
Great, thanks for confirming..
(01-04-2016, 04:08 AM)leolam Wrote: [ -> ](01-03-2016, 08:32 PM)Wabe Wrote: [ -> ](01-03-2016, 05:46 PM)xystus Wrote: [ -> ]Could someone tell me what "Phong Lighting" does to image quality? I've searched, but can't find anything on it.. Which game is a good example of the benefits?
Thanks
And as always: thanks Tino for this amazing version of Dolphin. I absolutely love it!
I think you might have hit the wrong thread there xystus!
That is a feature implemented in Ishiiruka, so I think the question is relevant in this thread.
I don't always check the Ishiiruka thread, so please let me know of D3D12-specific issues here. For general Ishiiruka questions, I'd use Tino's thread, he's responsible for it.
(01-04-2016, 04:44 AM)Hexidecimal Wrote: [ -> ]Sadly clearing the cache and trying versions both v93 and v94 still result on a crash after loading Super Mario Galaxy and Custom Textures.
Ok, maybe I'm using a different texture pack.. can you send a link to the one you're trying?
01-04-2016, 07:00 AM
(01-04-2016, 05:07 AM)hdcmeta Wrote: [ -> ](01-04-2016, 04:08 AM)leolam Wrote: [ -> ]That is a feature implemented in Ishiiruka, so I think the question is relevant in this thread.I don't always check the Ishiiruka thread, so please let me know of D3D12-specific issues here. For general Ishiiruka questions, I'd use Tino's thread, he's responsible for it.
Oops. I'm sorry, I didn't realise I posted this in the wrong thread. Apologies for the off-topic post (just deleted it).
01-04-2016, 02:27 PM
No worries, also added a v0.95 version to the first post that prevents the backend from showing up on systems without D3D12 support.
Hexidecimal
01-04-2016, 03:14 PM
Sorry I should have linked that earlier, perhaps that is the issue. This is the pack I'm using.
Edit: I actually went through to the updated version of this texture pack (I wasn't aware the format had changed since I originally started messing with them) and even using that version got the same results. Under standard D3D mode they work fine, it's just jumping to DX12 causing the crash. Very strange.
Edit: I actually went through to the updated version of this texture pack (I wasn't aware the format had changed since I originally started messing with them) and even using that version got the same results. Under standard D3D mode they work fine, it's just jumping to DX12 causing the crash. Very strange.
01-04-2016, 11:50 PM
Incredible performance increase!
https://www.youtube.com/watch?v=OE-HA-IZEWU
Perfect! Now I'll try Ishiruka DX12!
https://www.youtube.com/watch?v=OE-HA-IZEWU
Perfect! Now I'll try Ishiruka DX12!
01-05-2016, 11:35 AM
I am seriously impressed. One question though. Is this a true DX12 backend (I.e. Using feature level 12_0 features) or just using the Feature level 11_0 in DX12? Not that it's any less impressive. Just curious if DX12's overhead and threading differences and whatnot are making the difference, or if you've implemented some new rendering pipeline features.
01-05-2016, 02:49 PM
(01-04-2016, 03:14 PM)Hexidecimal Wrote: [ -> ]Sorry I should have linked that earlier, perhaps that is the issue. This is the pack I'm using.
Edit: I actually went through to the updated version of this texture pack (I wasn't aware the format had changed since I originally started messing with them) and even using that version got the same results. Under standard D3D mode they work fine, it's just jumping to DX12 causing the crash. Very strange.
Ok, I couldn't repro the crash, but I think I know what this might be.. Can you see if the version below fixes it? And out of curiosity, are you running with custom textures prefetching enabled?
https://www.dropbox.com/s/v2j8fglk8eo28fp/dolphin_dx12_v0.96beta.zip?dl=0
(01-04-2016, 11:50 PM)sagaopc Wrote: [ -> ]Incredible performance increase!
https://www.youtube.com/watch?v=OE-HA-IZEWU
Perfect! Now I'll try Ishiruka DX12!
Nice video, thanks for posting.
(01-05-2016, 11:35 AM)Nintonito Wrote: [ -> ]I am seriously impressed. One question though. Is this a true DX12 backend (I.e. Using feature level 12_0 features) or just using the Feature level 11_0 in DX12? Not that it's any less impressive. Just curious if DX12's overhead and threading differences and whatnot are making the difference, or if you've implemented some new rendering pipeline features.
This is running on the native D3D12 API, which (as you said) improves things from an overhead perspective even on pre-12_0 hardware. It isn't using any 12_0 features, though that would be really interesting to look at..
