RPCS3 - Eliminating Stutter with Asynchronous Shader Implementation!
8 replies, posted
https://www.youtube.com/watch?v=s7nFjhEf55U
https://cdnja.r.worldssl.net/mp4/av/Av9r.mp4
That's some amazing progress
I tested this with WipEout HD Fury, and sure enough it's completely killed the shader compilation related stuttering!
Absolutely amazing.
Just give me fucking MGS4
If it was low level it'd be more accurate
I wonder if they'll go for an Ubershader-like implementation similar to Dolphin to eliminate the pop in as well.
I suppose deeply accurate approaches for emulation are sort of out the window due to the already hefty system requirements.
I remember the Dolphin guys having this on the table for years but didn't want to implement it until they where finally able to make their graphical pipeline not ass (https://dolphin-emu.org/blog/2017/07/30/ubershaders/), as it tended to cause serious visual issues like this that would persist until the game was restarted, like Mii heads not showing up in various titles
https://dolphin-emu.org/m/user/blog/ubershaders/mariokartwii-headless.png
and they thought that if they put it in ahead of time they'd get lazy and not do a proper solution, which is why they later added this as an option after they finished their Ubershader stuff.
All I can hope with the RPCS3 guys doing this before making a proper rendering pipeline that they don't fall into the trap that the Dolphin guys where trying to stay out of.
I need the audio looping in DeS souls to be fixed.
And the MGS HD collection, then we can p much have the entire series on the PC platform from 1 all the way to 5.
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