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Full Version: [Unofficial] Dolphin DX12 backend
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Confirm PerPixel Lightning is fixed, but here's an interesting thing, enabling PPL brought Shader Compilation stuttering back, I've tested it on recent master build with D3D11 backend, and disabling it actually help to reduce this stuttering like on your DX12 build
The second thing is that generated ps.cache files are smaller with PPL disabled
tested on Metroid 2 & 3, cause the problem is most noticeable with them
This plugin (or DX12?) must be much less CPU dependant: I have an old core duo e8400 and compared to official OpenGL plugin I get at least a 5% speed gain in every game that I've tried (compared to DX11 plugin the speed up is about 15-20%)
I'll be doing more tests with this when I get off of work. I got a cubic shit ton of games to test yesterday and I got a lot of them from "best looking" lists.
Just tested this a bit, and i'm actually amazed.

In my rig, no hiccups on Twilight Princess, performance increased on Super Mario Galaxy and Sky Crawlers runs waaaaay faster.

Hoping for this to get added to the master version. DX12 shold be a given at this point.
Thanks all, this has been submitted as a RFC pull request after a bit more cleanup. Definitely let me know if anyone sees any other issues.

ZEROx: Yeah, that makes sense. Changing that setting will cause existing cached shaders to be invalidated.. is the stuttering worse caused by changing that worse on D3D12 than D3D11? Also: the two backends share the compiled shader bytecode, so you won't regen that twice just FYI.
(12-20-2015, 11:15 AM)hdcmeta Wrote: [ -> ]Thanks all, this has been submitted as a RFC pull request after a bit more cleanup. Definitely let me know if anyone sees any other issues.

ZEROx: Yeah, that makes sense. Changing that setting will cause existing cached shaders to be invalidated.. is the stuttering worse caused by changing that worse on D3D12 than D3D11? Also: the two backends share the compiled shader bytecode, so you won't regen that twice just FYI.

You got it man! I'll test all night long if I have too XD

johnynukem

i got from 10 to 15 fps more on mario galaxy, i can now play it at steady 60 fps 1080p on my old phenom II (with dx 11 that was impssible) i´ll test some more games tomorrow.
keep up the good work!.
Reminder to people not to get their hopes up for this getting merged any time soon. There are a lot of code-related problems that need to be sorted that neobrain already went over, as well as code cleanup, before this would be considered.


and don't count on it being in 5.0 at all.
(12-20-2015, 01:10 PM)helios747 Wrote: [ -> ]Reminder to people not to get their hopes up for this getting merged any time soon. There are a lot of code-related problems that need to be sorted that neobrain already went over, as well as code cleanup, before this would be considered.


and don't count on it being in 5.0 at all.

Im okay with that. ^.^ 
The more stable and optimized it is, the better off we'll be in the end.

Edit: OKAYYYY someone more tech savey with an nvidia card try going fullscreen while 4k dsr in the game Resident Evil Darkside Chronicles. I got a very mean crash attempting to fullscreen and im to afraid to test it further.
I was forced to hard reset and when the computer rebooted, games audio was still playing with a black screen. restarted again and everything seems to be fine, but I don't want to test my luck. XO

I may do further testing of other games at native res just encase it is problem with dsr.
(12-20-2015, 01:10 PM)helios747 Wrote: [ -> ]and don't count on it being in 5.0 at all.

Code issues aside, why?
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