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Full Version: [Unofficial] Dolphin DX12 backend
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Tried it on my laptop

GTX 850M, i5 4210U

I ran the TP intro without frame limit.

Result: DX11 its between 170-280%

DX12 unbelievable 280-500% the intro was done in a couple of seconds. Thats a massive gain.

Also, I tested Mario Sunshine. The first island.

DX11: 200%

DX12: 380%

Much faster.

I'm very pleased with Dolphin in general, but this is a revolution in emulation.

Note also that the DX11 build runs with fast EFB access from Ishiiruka, which gives it a nice performance gain, while DX12 runs without any speed hacks.

Also, MSAA don't work. The emulator will crash
(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.

DX 12 and 11 stutters pretty much the same with PPl, i think it's more common PPL issue rather than backend specific
btw, MSAA works fine but on Metroid 2 if turning on the scanner with EFB to RAM it crashes immidietly, EFB to Tex goes fine
I ran into MSAA crash with mario galaxy. It didn't seem to do it until I tried leaving the hub area and going to a galaxy. o.o very strange.

Oh and my difference with twilight princess. http://puu.sh/m2cqE/d6d7d2853d.png left is 11 and right is 12. Seems to be about 10-11 fps. Not bad at all. Smile

Hey I found a weird bug that seems to occur with AA and IR set too high. I wonder if this is why the backend has issues when I try playing in 4k. o.o

https://www.youtube.com/watch?v=3gK2RNJLotw&feature=youtu.be
(12-20-2015, 06:29 PM)Depressed Osaka Wrote: [ -> ]
(12-20-2015, 01:10 PM)helios747 Wrote: [ -> ]and don't count on it being in 5.0 at all.

Code issues aside, why?

Even not being a dev it's easy to see: A completely new backend would set the stability of the build back by ages... and Dolphin 5.0 shouldn't take another one or two years, it wants to see the world. There's always something new, anyway. Dolphin 5.0 doesn't mean Dolphin will stop being developed after the release... plus most users here in the forums will use dev builds immediately after the release again, anyway. The releases are more for users who don't want to mess around with the emulator (and a release, especially this one, will surely bring Dolphin lots of publicity - for good or for worse).

BTW: Anyone tried Rebel Strike with this, yet? It's pretty much the only game that doesn't run fullspeed for me...
As someone who's priority is running games at a vsynced 60fps at 1080p this new backend transforms Dolphin for me.

I've tried 10 or so games so far and where as in OpenGL (or DX11) many games would stutter to a half speed from time to time as they missed next frame, now every one is rock solid once the shaders are built.

And so far - no issues at all.

A really huge improvement. Thank you.
(12-20-2015, 06:29 PM)Depressed Osaka Wrote: [ -> ]
(12-20-2015, 01:10 PM)helios747 Wrote: [ -> ]and don't count on it being in 5.0 at all.

Code issues aside, why?

Feature freeze is happening on Jan 1st. This is a huge project that requires much more time to refine and would likely open a huuuuge number of critical regressions. We won't release a stable version without all available backends being treated as first class. And a good way to get that to happen is by making the threading stuff happen in videocommon, and having the actual backend stuff only handle things specific to it. This would cut down on "Well this bug happens in one backend, but not the other, but I don't know how to fix the other so lets leave it broken" situations a lot.

Doing that is a huge amount of work, and can't possibly be expected to be written, implemented, and tested by Jan 1st.
(12-21-2015, 12:39 AM)StripTheSoul Wrote: [ -> ]
(12-20-2015, 06:29 PM)Depressed Osaka Wrote: [ -> ]
(12-20-2015, 01:10 PM)helios747 Wrote: [ -> ]and don't count on it being in 5.0 at all.

Code issues aside, why?

Even not being a dev it's easy to see: A completely new backend would set the stability of the build back by ages... and Dolphin 5.0 shouldn't take another one or two years, it wants to see the world. There's always something new, anyway. Dolphin 5.0 doesn't mean Dolphin will stop being developed after the release... plus most users here in the forums will use dev builds immediately after the release again, anyway. The releases are more for users who don't want to mess around with the emulator (and a release, especially this one, will surely bring Dolphin lots of publicity - for good or for worse).

BTW: Anyone tried Rebel Strike with this, yet? It's pretty much the only game that doesn't run fullspeed for me...
I got a bit less than 10% better speed in some scenes like the intro disco dance.
(12-21-2015, 04:39 AM)helios747 Wrote: [ -> ]Feature freeze is happening on Jan 1st. This is a huge project that requires much more time to refine and would likely open a huuuuge number of critical regressions (We won't release a stable version without all available backends being treated as first class)

Completely understandable, but i seriously hope that the main branch adopts DX12 (or Vulkan) sooner or later. I mean, for the first time since i started using Dolphin seriously i'm being able to play Twilight Princess, Mario Galaxy, Mario Sunshine and other titles with almost no speed issues, for people like me with weak rigs (please look at my signature) this is a revolution.

Is up to you guys anyway, but please take it as a strong suggestion. This actually goes beyond adding some shaders, it's an actual advancement in terms of performance.
(12-21-2015, 04:39 AM)helios747 Wrote: [ -> ]Feature freeze is happening on Jan 1st.

No, it's the 7th. (It was actually supposed to be on January 1st once, but that was January 1st 2015... Tongue)
... s/1st/7th
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