[QUOTE=Wormy;49774231]Would be nice to see them implement Vulkan as well seeing as it just got released.[/QUOTE]
Having more lower level API's wouldnt hurt right?
Sounds cool, maybe this will make star fox run better that game does not run very well on any settings
Read it as dolphin simulator gets directx 12 support
[highlight](User was banned for this post ("Read this as "please ban me for the pointless reply."" - Big Dumb American))[/highlight]
Played a few games, and my god, its [I]sooooooo damn smooth[/I], extremely minor audio glitches aside. Nicely done.
edit: make sure you change the Graphics settings to Direct3D, its not set there by default, btw.
I like how that clickbaity plug for their other article got put in the embed like it was part of it.
[QUOTE=Wormy;49774231]Would be nice to see them implement Vulkan as well seeing as it just got released.[/QUOTE]
Apparently only one of the current programmers is interested in implementing it
[url]https://forums.dolphin-emu.org/Thread-joeraptor-here-can-we-get-vulkan-support-with-dolphin-for-the-5-0-release?pid=400351#pid400351[/url]
people seem to forget what Vulkan is. It's designed to be the most bare bones no assumptions interface possible.
Adding a Vulkan API not only requires intimate knowledge of what OpenGL actually DOES behind its' function calls, but how that's holding your program back and what you could do differently to improve it - and what changes your program may need to fully leverage the access Vulkan now provides.
It's not something that you can just implement in a month. [url=http://www.croteam.com/house-interview-vulkan/]Croteam was on the board[/url] deciding on Vulkan's specification and even they estimate getting their [url=http://steamcommunity.com/app/257510/discussions/0/412447331651559970/#c412447331651997070]Vulkan implementation[/url] optimised for their engine (and the opposite, their game's graphics pipeline needs major rewrites to take advantage of Vulkan) is going to take several months yet.
[QUOTE=subenji99;49776493]people seem to forget what Vulkan is. It's designed to be the most bare bones no assumptions interface possible.
Adding a Vulkan API not only requires intimate knowledge of what OpenGL actually DOES behind its' function calls, but how that's holding your program back and what you could do differently to improve it - and what changes your program may need to fully leverage the access Vulkan now provides.
It's not something that you can just implement in a month. [url=http://www.croteam.com/house-interview-vulkan/]Croteam was on the board[/url] deciding on Vulkan's specification and even they estimate getting their [url=http://steamcommunity.com/app/257510/discussions/0/412447331651559970/#c412447331651997070]Vulkan implementation[/url] optimised for their engine (and the opposite, their game's graphics pipeline needs major rewrites to take advantage of Vulkan) is going to take several months yet.[/QUOTE]
DirectX 12 is (despite sharing a name with the other 11 versions) very similar, being another low-level API that removes much of the hardware management, so I'd imagine most of the design and architecture work has already been done. The only work that would be required would be to use the Vulkan API calls and to work around any differences between it and DX12.
No, it's a straight port.
[quote=https://forums.dolphin-emu.org/Thread-unofficial-dolphin-dx12-backend?pid=395886#pid395886]This is running on the native D3D12 API, which (as you said) improves things from an overhead perspective even on pre-12_0 hardware. It isn't using any 12_0 features, though that would be really interesting to look at..[/quote]
Since that post some refactoring was done to the main application to improve multithreaded rendering but this implementation is not using DX12 at anything even close to approaching its potential.
It's a little hard to tell based on the wording there but it looks like that just means they aren't using any of the newly-introduced DX12 [I]features[/I], but are using the new D3D12 API, which is of much more relevance to our discussion about a Vulkan backend. The lower overhead (and resulting performance boost) referred to in that post is a result of the thinner graphics interface that all these new APIs (Mantle/DX12/Vulkan) are all about. There have been changes made to the base Direct3D API that must be accounted for (especially on the memory management and command list side), and these are changes that must also be in place for Vulkan support, and are some of the main reasons that one would want to support Vulkan in the first place.
(I will admit that I've only ever used DX11 and OpenGl 3.2, so I have no experience with any of the new APIs to make a proper evaluation, but some quick reading of Vulkan sample code and some MSDN pages brought me to this understanding).
I hope the PCSX2 guys takes advantage of DX12. Still have some PS2 games I want to replay
[QUOTE=subenji99;49776493]people seem to forget what Vulkan is. It's designed to be the most bare bones no assumptions interface possible.
Adding a Vulkan API not only requires intimate knowledge of what OpenGL actually DOES behind its' function calls, but how that's holding your program back and what you could do differently to improve it - and what changes your program may need to fully leverage the access Vulkan now provides.
It's not something that you can just implement in a month. [url=http://www.croteam.com/house-interview-vulkan/]Croteam was on the board[/url] deciding on Vulkan's specification and even they estimate getting their [url=http://steamcommunity.com/app/257510/discussions/0/412447331651559970/#c412447331651997070]Vulkan implementation[/url] optimised for their engine (and the opposite, their game's graphics pipeline needs major rewrites to take advantage of Vulkan) is going to take several months yet.[/QUOTE]
It's a hell of a lot closer to DirectX 12 than OpenGL - rewriting your graphics engine for one includes a lot of the work you need to rewrite it for the other - and don't forget that emulators are very very different to regular games. Writing a graphics backend for an emulator already requires you to be intimately familiar with GPU programming and I'd assume it's easier to write one for DX12/Vulkan (that performs well) than the older, higher-level APIs.
[QUOTE=gokiyono;49778802]I hope the PCSX2 guys takes advantage of DX12. Still have some PS2 games I want to replay[/QUOTE]
PCSX2 is very very light on graphics anyway, especially by modern standards.
[QUOTE=gokiyono;49778802]I hope the PCSX2 guys takes advantage of DX12. Still have some PS2 games I want to replay[/QUOTE]
Considering the boost I got from switching to their DX11 plugin, I'd love to see DX12.
It made MGS2 actually playable for me, same with MGS3 (though there were graphical glitches)
I use Drastic for android for DS games, fantastic software, one day a wii emulator will go on android
[QUOTE=Sword and Paint;49782618]I use Drastic for android for DS games, fantastic software, one day a wii emulator will go on android[/QUOTE]
64 bit android devices will have to be the norm before gcn/wii emulators get any good on mobile
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