Direct3D 11 backend
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02-15-2017, 06:00 PM
Post: #1
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Direct3D 11 backend
The latest Windows development builds now has a D3D 11 backend, which will show up if you have Windows 8 or newer. Please try it out and report back with your results!
Not only is it faster than the other backends already (though Vulkan will catch up), it will make Windows Phone and Xbox One (Dev mode) builds possible in the future. |
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02-17-2017, 08:15 PM
Post: #2
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RE: Direct3D 11 backend
Do i need to uninstall D3D 12 if its pre-installed on windows 10? ppsspp crashes on every game if i uses d3d 11 as backend.
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02-17-2017, 09:50 PM
Post: #3
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RE: Direct3D 11 backend
D3D12 =/= D3D11 you don't have to do anything as they're unrelated and win 10 comes with all past versions.
If it crashes with every single game it's probably related to some non default setting as with default ones it works fine. Funny thing it even works in win 7 and works just as well as in win 10 as long as VS debugger is attached ~ guess MS forgot about how "impossible" it is to add new d3d to older systems and enabled full dx11.1 in VS2015 in all systems that can run it.:] http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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02-22-2017, 11:33 PM
Post: #4
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RE: Direct3D 11 backend
It only crashes instantly for me, probably my terrible computer, and windows 10.
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02-23-2017, 11:03 AM
Post: #5
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RE: Direct3D 11 backend
I just had to download a more recent git build,you should try that aswell Yuki.
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02-23-2017, 02:27 PM
Post: #6
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RE: Direct3D 11 backend
Besides. It is not fully implemented yet. And also, it will not magically increase emulation performance by factor of 10.
Everything is Hitsuzen! |
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02-23-2017, 04:07 PM
Post: #7
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RE: Direct3D 11 backend
Sometimes Henrik's too fast to say things aren't implemented, that info get's outdated quickly.
D3d11 backend is pretty much finished and aside from some minor stuff(like post process which autotranslation that wasn't merged yet and has problems with some effects) actually better than OGL. On older windows versions(pre 8.1?) it requires D3DCompiler_47.dll(part of windows SDK, Visual Studio 2015 includes it) which PPSSPP doesn't include yet ~ possibly will have to in the future. As for magical performance increases it's at least a few % lighter, might not matter much for running games on desktops(probably will on windows mobile), but always a bit more eco friendly when you sum up all electricity wasted on those few % among many users playing games, at least people who live in more polluted places should care about that. Also on AMD gpu's especially newer ones it's pretty much required nowadays with broken OGL drivers bugging certain effects in some games, d3d11 is perfect solution. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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02-23-2017, 05:27 PM
Post: #8
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RE: Direct3D 11 backend
I always forget that AMD drivers are crap. Yea. I guess for latest stuff DX11 is better.
Everything is Hitsuzen! |
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03-27-2017, 05:29 PM
Post: #9
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RE: Direct3D 11 backend
My experience with the D3D 11 backend has been very positive. In phantasy star portable2 on my dreamcast-PC(AMD A10 7860k APU), it's snappier than ever. When i'd press the L trigger while facing the camera, the camera would snap around. On other back ends, even vulkan, it would have a slight stutter. This stutter is completely gone with the DX11.
Specs of the PC i was using are AMD A10 7860k, with the APU graphics 8gb DDR3 2400mhz memory (memory speed matters when it comes to apus.) 256gb SATA SSD. I run the game with DX11 mode, and 4x resolutions, on a 2560x1080 LCD, but i play in 1920x1080 mode. 2x AA, 16x AF. Though i would like to see DX12 support (for something else), DX11 is already a huge step forward. PS: I'd like to see DX12 for my underpowered LattePanda Win10 x64 single board micro-PC. Since it supports DX12 (ish), but not vulkan unless i use some unsupported obscure version of linux. I like vulkan, but i'll admit i've not had much luck with it, and DX12 has always run better than vulkan for me. |
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03-27-2017, 07:42 PM
(This post was last modified: 03-27-2017 07:44 PM by LightVR0.)
Post: #10
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RE: Direct3D 11 backend
My Windows 7's laptop have broken support with Direct3D 11 (missed fonts/BG/icons). Still use Direct3D 9.
Only occurs on Olidata J10IL1. |
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03-28-2017, 12:21 AM
Post: #11
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RE: Direct3D 11 backend
(03-27-2017 07:42 PM)LightVR0 Wrote: My Windows 7's laptop have broken support with Direct3D 11 (missed fonts/BG/icons). Still use Direct3D 9. Did you get D3DCompilier_47.dll Like LunaMoo stated would be necessary for Windows versions older then 8.1 (really only 7 since XP and Vista don't do directx11 at all.)? I just grabbed it off of my Windows 10 tablet since my emulation machine has 7 Pro on it and the only thing worse then "free" spyware is having to pay for it (like adding salt in the telemetry data). |
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04-02-2017, 07:00 PM
Post: #12
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RE: Direct3D 11 backend
Hello!
Where can I put problems related to D3D11? For example: The game "Army of Two: The 40th Day" has problems with texts using D3D11 (In OpenGL & D3D9 this problem does not occur) Thanks! |
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04-02-2017, 10:18 PM
Post: #13
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RE: Direct3D 11 backend
Post them here, or, preferably, file issues with screenshots on github: https://github.com/hrydgard/ppsspp/issues
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04-03-2017, 12:59 AM
(This post was last modified: 04-03-2017 01:01 AM by roioros.)
Post: #14
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RE: Direct3D 11 backend
Great!
I already put this problem in github, I hope I did well. Thanks! |
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04-03-2017, 02:36 PM
Post: #15
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RE: Direct3D 11 backend
Somehow an older dx updater fixed dx11 on my laptop, when newer ones said i was up-to-date...
Anyways I've not found any issues yet, it's working great. |
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