compiling direct x version
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06-28-2014, 02:14 PM
(This post was last modified: 06-28-2014 04:50 PM by Arborea.)
Post: #181
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RE: compiling direct x version
(06-28-2014 01:43 PM)Bigpet Wrote:I didnt said its possible performance increase, some performance increase is given because of nature of Directx12 and WDDM 2.0 however I agree that modern GPUs arent exactly starved for performance in PPSSPP.(06-28-2014 12:46 PM)Arborea Wrote: Advantages I am talking about are greater performance, modern graphical features not supported by DX9 and OpenGL ES and chance for more accurate emulation. But removing cpu overhead and abstraction layer alone should help because consoles were always lower level than PC API's until now. Well Dirextx12 hardware features arent really known yet so you cant compare them with OpenGL at best you can compare Directx 11.2 features with OpenGL 4.4. Still even old Directx 11.0 is better than OpenGL ES 3.1. (06-28-2014 02:10 PM)Raimoo Wrote:(06-28-2014 12:46 PM)Arborea Wrote: You are one who is arrogant and hypocrite okay I understand you want Directx9 backend but thats not a reason to attack and insult me just because I suggested Directx12 and claiming that Directx9 is better than Dirextx12. Well you are rude. I know what is purpose of this thread but right now I am discussing about merits of Directx12. I didnt suggest Directx12 just because of performance increase and I dont really have anything against Directx9 backend but in my opinion Directx9 or not Directx12 would still be useful. I am not american either and electronic equipment is damn expensive in my country. Making PPSSPP run perfectly on Android is very hard because Android as operating system wasnt really designed for high performance gaming , most of Arm cpus are pretty weak, mobile gpus have often buggy drivers and Android devices use OpenGL ES which is castrated version of real OpenGL not to mention PPSSPP doesnt run ''perfectly'' yet even on Windows. |
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07-01-2014, 12:04 PM
Post: #182
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RE: compiling direct x version
Lets wait for master Henrik for this direct x backend no more argument guys peace
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07-26-2014, 04:45 AM
(This post was last modified: 07-30-2014 08:22 AM by vixonitas.)
Post: #183
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RE: compiling direct x version
Ok.. I'am just a newb and being an silent reader all this time.. and btw I'am not reach enough to buy a Graphic Card..
My Specs is Intel E5700 3.0ghz, DDR2 RAM 4.0gb, GMA 3100, with Windows 8.1 (I'am glad I can buy a Windows).. The reason why "WE" (Most people in my place) searching PSP Emulator because we can't afford to buy it.. So Buying a new GPU that support OpenGL 2.0 its like the same with buying a new PSP or even 2DS System.. I'am Glad Master Henrik has reply Our need.. So I think.. so no more argue here.. just wait and peace.. |
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07-26-2014, 11:07 AM
Post: #184
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RE: compiling direct x version
That's right, Master Henrik is our last hope for the actual direct x backend support for psp, ive been waiting for his update, hopefully when he release it i would enjoy and be able to play my psp roms without missing graphics just like the angle port, i am so excited
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08-01-2014, 05:50 PM
Post: #185
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RE: compiling direct x version
I didnt wanna read a 13 page topic but, im assuming nothing has come of this DX version right?
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08-01-2014, 05:53 PM
Post: #186
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RE: compiling direct x version
There was a decent amount of progress up to like October 2013, but then the person primarily working on it stopped, and it's stagnated since then. It's hard to say when somebody might pick it back up. Hopefully once OpenGL is nearly finished/bug free.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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08-01-2014, 06:45 PM
Post: #187
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RE: compiling direct x version
Welp hopefully in the future thats jumped back on. DX imho is obviously the better choice for Windows PCS. More optimized while not as portable.
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08-31-2014, 01:00 AM
Post: #188
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RE: compiling direct x version
Hey guys, I'm seeing some dx9 features being added to the builds from buildbot, I tested on my PC but still doesn't work. Will PPSSPP allow dx9 emulation soon?
Thanks! Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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08-31-2014, 01:26 AM
Post: #189
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RE: compiling direct x version
It's pointless to give it a serious try at the moment, as almost every game is broken (plus you can only use 1x window size). You can already try it though, by editing the ini. Just change GPUBackend to 1 instead of 0.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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08-31-2014, 02:02 AM
Post: #190
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RE: compiling direct x version
For getting the ini file I need start the ppsspp by the first time, isn't it? So what to do if the emulator doesn't start on my PC because of the OpenGL version?
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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08-31-2014, 02:16 AM
(This post was last modified: 08-31-2014 02:19 AM by TheDax.)
Post: #191
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RE: compiling direct x version
..That's a good question. For now, it'd probably be best to use a default ini file. Here is one you can use (just create a new ppsspp.ini as appropriate, and copy this into it), edited only to enable Direct3D instead:
Code: [General] In the future, I would think the detection routines should fall back to Direct3D if OpenGL fails to initialise.. Also, it's best not to report bugs with this backend yet. It's still under heavy construction, and most games are broken, as I said. 4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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09-01-2014, 01:43 PM
Post: #192
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RE: compiling direct x version
Thanks, I'll try it later.
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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09-01-2014, 04:05 PM
Post: #193
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RE: compiling direct x version
Btw. the only option relevant to changing the renderer is
Code: RenderingMode = 1 |
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09-02-2014, 07:16 PM
Post: #194
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RE: compiling direct x version
I tested it on my PC, but now I'm getting "PPSSPP stopped working", even disabling the hardware transformation.
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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09-03-2014, 07:30 AM
Post: #195
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RE: compiling direct x version
same thing as @guilhermegs2,on my netbook intel dx9,turn on rendering=1 solve the crash but what you see just black screen+it actually running the game(hear the sound though),but all you see just black screen,try on my laptop and it does boot without crash,and can play the game with 3d garbages.same ppsspp.ini does'nt work for my netbook,maybe there unsupported code I guess.whatever keep up the good work dev,i'm follow you from behind
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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