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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