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Full Version: Is Dolphin dropping DX12 in favor of Vulkan?
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(05-20-2017, 08:05 AM)Jhonn Wrote: [ -> ]A while ago I remember reading that DX12 backend would stay in Dolphin until it became a maintenance burden. Forward back to today, and the backend is now gone but I still haven't seen anything really justifying it's drop as a "maintenance burden" (except perhaps of PR #5343 which still haven't been merged and currently can't as it now have merge conflicts). Am I missing something?

Yeah, I'm confused too. It's the best-performing and least problematic backend for me, and it's gone. Guess I'll stay with my current build for a while.
(05-20-2017, 08:05 AM)Jhonn Wrote: [ -> ]A while ago I remember reading that DX12 backend would stay in Dolphin until it became a maintenance burden. Forward back to today, and the backend is now gone but I still haven't seen anything really justifying it's drop as a "maintenance burden" (except perhaps of PR #5343 which still haven't been merged and currently can't as it now have merge conflicts). Am I missing something?



It's no longer feature parity with the other backends, and nobody cares to make it so.

We're tired of getting D3D12 bug reports when nobody cares

It was a pain in the ass to have to keep an installer for a very specific version of the Windows 10 SDK. Additionally, when we migrate to VS2017, we have no idea if VS will keep the Win10 SDK it bundles with it a specific version or keep updating it. If it keeps updating it, that's a huge problem for devs and the buildbot as you need a specific version to compile projects, and retargeting the project with every update isn't a reasonable solution (Buildbots need it too)

The backend was worth dropping for the third reason alone.

Don't be mistaken, in OSS, people maintain codebases however they like. A big part of OSS dev is making the codebase easy to maintain, otherwise projects die. This is not an uncommon thing.
(05-20-2017, 08:50 AM)Helios Wrote: [ -> ]It's no longer feature parity with the other backends, and nobody cares to make it so.

We're tired of getting D3D12 bug reports when nobody cares

It was a pain in the ass to have to keep an installer for a very specific version of the Windows 10 SDK. Additionally, when we migrate to VS2017, we have no idea if VS will keep the Win10 SDK it bundles with it a specific version or keep updating it. If it keeps updating it, that's a huge problem for devs and the buildbot as you need a specific version to compile projects, and retargeting the project with every update isn't a reasonable solution (Buildbots need it too)

The backend was worth dropping for the third reason alone.

Don't be mistaken, in OSS, people maintain codebases however they like. A big part of OSS dev is making the codebase easy to maintain, otherwise projects die. This is not an uncommon thing.

Will you be dropping D3D 11 too. Vulkan and openGL should be all you need right?
D3D11 won't be going anywhere for a very good, long time.

It's a well written backend that doesn't tack on any annoying dependancies to the dev environment, has people maintaining it, and is feature parity.

Not to mention it's a very fast and stable backend for pretty much every Window user, regardless of GPU.
(05-20-2017, 09:37 AM)Helios Wrote: [ -> ]Not to mention it's [D3D11] a very fast and stable backend for pretty much every Window user, regardless of GPU.

What makes 12 perform better when I turn up the optional effects like SSAA? 
(05-20-2017, 10:42 AM)GreenT Wrote: [ -> ]What makes 12 perform better when I turn up the optional effects like SSAA? 

Probably one of the most notable examples is the desert track of F-zero GZ Unplayable without either DX12 or Vulkan
(05-20-2017, 10:42 AM)GreenT Wrote: [ -> ]What makes 12 perform better when I turn up the optional effects like SSAA? 

It gets a bit hacky with threading that lets it perform pretty well.
(05-19-2017, 06:40 PM)magmarock64 Wrote: [ -> ]Yeah I saw that. I posted a comment but it was removed. I suggested that you guys (the devs) open an announcement if you haven't already so people don't wander why D3D 12 suddenly disappeared.



D3D 12 was a huge improvement for F-zero, I was disappointed when I was using Dolphin on my Windows 7 machine and discovered that I wouldn't be able to use it. Then I tired the development build with Vulkan and got pretty much the same results

That is strange for me as DX12 performance fluctuated a lot in f-zero...specially on the stages where it has the rain effect. I don't use any form of AA but I run internal res at 4K and full screen res is 1440p - stuff look amazing and sharp and jaggies are almost invisible. My maxwell based titan X can easily keep 60fps constant when I plugged into a 4k TV with 4k internal res(again no AA) while DX12 had dips on certain effects (i.e. colliding with a craft or initial boost rocket animation etc). These were all on 3703 build I used to test. 

I guess everyone will have diff preference based on diff hardware setting. 
This discussion prompted me to play around with different backends to see if there were any reasons (other than performance) why I couldn't switch to OpenGL, DX11 or Vulkan. Unfortunately I discovered another problem with every backend except DX12.

In TLOZ Skyward Sword, DX12 is the only backend that renders changing/panning background objects without tearing. (Not sure if I'm using the correct term to describe what I'm seeing, but I think it's called tearing.)

Going to look for the very last development build that still has DX12 support -- I'll have to use it at least until I'm done with my Skyward Sword playthrough.
Can you record what you're seeing? I'm assuming that the only reason its' doing this is because D3D12 has no exclusive mode.
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