Dolphin, the GameCube and Wii emulator - Forums

Full Version: Tatsunoko and ubershaders, worst than not using them?
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(09-12-2017, 11:11 PM)AnyOldName3 Wrote: [ -> ]Because it's not a fact, it's you misunderstanding what's going on. ?

You're seeing this behaviour because the correctly implemented ubershaders are triggering an annoying detail in Nvidia's driver implementation to rear its head. Because nothing else, even other emulators (except maybe other GameCube and Wii emulators, but since when has Gecko done anything?), uses OpenGL in the exact same way, this driver implementation detail doesn't have a perceptible negative effect on anything else. That doesn't mean anyone's done anything wrong, just that certain groups did things that other groups couldn't predict.

Okay so if that is the case why recommend using ubershaders?
Because it's not our problem that NVIDIA's drivers are doing something wrong. I'm going to assume you're using it for some super lightweight game.

Small shaders for those games are quick to generate, and thus you have no problem. You enable Ubershaders, and all the sudden, I'm stuttering! Oh no!

That's because Ubershaders are super complicated and take a lot longer to generate. For some reason, the cost to switch to an ubershader, then generate a normal shader is greater than just generating the specialized shader on your computer, possibly due to it generating an ubershader variant as well.

So, instead of it being like we wanted which is Specialized Shaders -> New Shader (swap to ubershader, async generate specialized shader) -> Back to all specialized shaders. NVIDIA (and to be honest most vendors on OpenGL) are doing something like this. Specialized Shaders -> New Shader (swap to ubershader, but, block the GPU while we generate new shader) -> Generate new shader -> Specialized Shaders.

For bugged drivers, unfortunately using hybrid ubershaders is not going to be pleasant and sometimes worse than using no ubershaders.
This is why we exposed exclusive mode as a thing.
I'm going to be doing serious benchmarking to get as much information on this as possible. I will release recordings when I feel I have it all documented well. I will get back to y'all then.
Well guys, tried dx11, game is not playable with ubershaders, fps goes to 20-40 and vps stays at 40-60%

Hardware is more than enough to run dolphin at 60fps

Game Works just fine at 60fps withous ubershaders, but you will get a lot of stutter.
You're using the D3D11 backend, and setting ubershaders to hybrid? I just played a few rounds and the game played perfectly fine at a constant 60fps with ubershaders enabled. I also had IR set to 3x. Maybe it's a problem with your ATI card.
Im using gtx1070, tried dx11 and uber to full, didnt tried hybrid.

Im using cache textures bar to safe and decode textures on gpu to off. Not sure if this is right.
There is no reason to use full ubershaders unless your drivers do not like hybrid.

There is no quality increase, it just exponentially increases HW requirements. And depending on your other settings, that HW req increase can be by order of magnitudes higher. Especially if you use high IR, SSAA, PP lighting, etc.
Thanks, will try again with hybrid.
My GTX 1070 can run TvC at 3x IR on exclusive ubershaders.
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