(12-19-2015, 05:18 AM)UltraJake Wrote: [ -> ]If push comes to shove, going the Ishiiruka route could still be cool. 
I think that would be bad for dolphin and end users if it happened. If ishiiruka had d3d12 support and main dolphin didn't.
I also tried it and it is definitely faster in graphic intensive games at least when using efb to texture, tried The Last Story that uses efb to ram and the results are similar, about 5% difference at best case scenario although it is a graphic intensive game. When using efb to texture in SMG2 i had 40% increase at the mario spaceship planet. In mario kart wii i had worse performance weirdly from 210 fps down to 180 in the rainbow road time trial (this game uses emulate format changes). Also Sonic Colours was a bit slower, down from 60 fps to 55 fps at the first stage. Xenoblade was the same speedwise, didn't notice any improvement. Star wars rebel strike intro went from 45 to 49 fps.
All in all speed improvement varies from game to game and there are games that i noticed a slowdown like Mario Kart wii and Sonic Colors. And speedup is mostly when using efb to texture, efb to ram games don't benefit the same.
I think implementing a quick and dirty d3d12 backend into Dolphin now is a bad idea. Vulkan should be "only" a few months away, and when it's finally there, the future of Dolphin's graphics backends and how they interact with video common can be planned much better than now. Maybe then it could be decided to throw away d3d11 and opengl, because keeping support for them unnecessarily complicates things.
Up to 50% more performance at high IR sounds really nice. But it's important at which price this comes.
Well, maybe my point of view is biased:
I don't like Windows 10 one bit. So i won't be using d3d12 anytime soon, or maybe even never. And i'm saying this has a happy windows (7) user. I'm really looking forward to a vulkan backend, because that will run on most platforms, while hopefully being really fast.
Okay, so I noticed that using SSAA causes issues in dx12. Mainly just crashing. XD
Also, it seems all the metroid games benefit from dx12 in terms of performance, which is nice considering how intensive they can be.
Anyone have any other games to try? I've about tested my entire library. XD
What's the most intensive wii game yall can think of?
Thanks for the reports on the multisampling, that is now fixed (implemented) in the newest version on the original post (12/18/2015) - does it work ok on your machine? This also fixes the per-pixel lighting crash.
In testing, it seems like there is some corruption with multisampling on AMD hardware. It works correctly on NVidia and the software renderer, so I'm 80% sure that's the issue.
(12-19-2015, 11:11 AM)hdcmeta Wrote: [ -> ]Thanks for the reports on the multisampling, that is now fixed (implemented) in the newest version on the original post (12/18/2015) - does it work ok on your machine? This also fixes the per-pixel lighting crash.
In testing, it seems like there is some corruption with multisampling on AMD hardware. It works correctly on NVidia and the software renderer, so I'm 80% sure that's the issue.
Alright, i'll give it a test.
Also, I noticed some games like rodea the sky soldier wig out when you turn off vsync and framerate lock. In dx 11, the framerate just speeds up with no graphical defects, while dx12 is seizure inducing.
(12-19-2015, 11:11 AM)hdcmeta Wrote: [ -> ]Thanks for the reports on the multisampling, that is now fixed (implemented) in the newest version on the original post (12/18/2015) - does it work ok on your machine? This also fixes the per-pixel lighting crash.
In testing, it seems like there is some corruption with multisampling on AMD hardware. It works correctly on NVidia and the software renderer, so I'm 80% sure that's the issue.
Okay I tested it out.
1.There is no executable file in your last release. I Had to copy the one from the first release over.
2.Im not sure if using the old exe caused it, but Antialiasing and per pixel lighting is still crashing for me.
My specs are Nvidia gtx 970
i7 4790k
12gb ddr3
and HDD for harddrive.
oh and I haven't fully tested this, but I think loading textures for xenoblade chronicles may be broken. I only tried it once so far, so im not 100%, but when I enabled load textures, it crashed. XD
Thanks, I think I know what the problem is, though I didn't expect that to be hit in practice. I just updated the binary again, can you give that a shot?
Edit: rlaugh0095, yeah, I accidentally forgot the fixed binary in the previous zip :-), the new zip should have everything now.
(12-19-2015, 11:36 AM)hdcmeta Wrote: [ -> ]Thanks, I think I know what the problem is, though I didn't expect that to be hit in practice. I just updated the binary again, can you give that a shot?
Edit: rlaugh0095, yeah, I accidentally forgot the fixed binary in the previous zip :-), the new zip should have everything now.
Tested it out. Seems to be working now, but The Last Story still crashes if your try to launch the game with AA on. It launches fine with per pixel on, and aa off. You can turn them on ingame with no negative side effects, but launching with AA on causes crashes.
Also tested it with twilight Princess, and with both on it launched with no problem and continued that way.
Edit:Tested more games. The Last Story seems to be the only game that crashes at launch with AA enabled.
(12-19-2015, 11:49 AM)rlaugh0095 Wrote: [ -> ] (12-19-2015, 11:36 AM)hdcmeta Wrote: [ -> ]Thanks, I think I know what the problem is, though I didn't expect that to be hit in practice. I just updated the binary again, can you give that a shot?
Edit: rlaugh0095, yeah, I accidentally forgot the fixed binary in the previous zip :-), the new zip should have everything now.
Tested it out. Seems to be working now, but The Last Story still crashes if your try to launch the game with AA on. It launches fine with per pixel on, and aa off. You can turn them on ingame with no negative side effects, but launching with AA on causes crashes.
Also tested it with twilight Princess, and with both on it launched with no problem and continued that way.
Edit:Tested more games. The Last Story seems to be the only game that crashes at launch with AA enabled.
oh and no more heroes has a random crash issue but it is not caused by AA or per pixel lighting. I have no idea what could be causing it. o.o
That game has some issues in Dolphin master, yes?
Doesn't the current DX11 backend run on DX10 hardware by just not using the DX11 code? If this DX12 code gets to the point where it matches the current master branch, could it be added in the same way so that if the hardware and OS support it, it automatically is used?