05-24-2015, 08:00 PM
How ;P more fps ?
Build Testing With DX12 Reserved For Windows 10
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05-24-2015, 08:00 PM
How ;P more fps ?
05-25-2015, 08:52 AM
(05-24-2015, 08:00 PM)Yagami Light9 Wrote: How ;P more fps ? It's very unstable now...what are you talking about?
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P.S. sorry, for my terrible english
05-25-2015, 03:10 PM
(This post was last modified: 05-25-2015, 03:10 PM by Yagami Light9.)
That was a question / Yes now unstable may be in future more faster
05-25-2015, 05:00 PM
Currently it's roughly at the same speed as opengl. Actually it's marginally faster but the difference is not big enough to make it noticeable, and it depends on test.
Performance will likely come later, with modification of RSXThread (currently we copy data several times, which is not efficient...)
05-26-2015, 10:36 PM
I implemented semaphore in DX12 ; OpenGL makes difficult to use thread that sync with graphic pipeline so I don't think they will be implemented in openGL soon.
Semaphore allow to emulate more accuratly RSX and to take advantage of "undefined behaviors" (ie Cell and RSX reading/writing to same location) to avoid some extra copy. Hopefully no game bypass semaphore synchronisation between Cell and RSX... With this optimisation I went from 15 fps with depth write activated to 40 fps in the depth_read.ppu.elf with apparently no regression on other tests.
Nice speed up and progress @vlj .
Looking forward to the multi texture implementation and this should make some of the commercial games start working .
05-28-2015, 10:30 PM
(This post was last modified: 05-28-2015, 10:50 PM by Dante38490.)
Last build 28/05/2015
With Last commit Quote:d3d12: Send RTTs to cell memory when a semaphore is releasedvlj good progress Now Arkedo Serie 02 Swap show menu and ingame, but crash after 1 or 2 sec The Guided Fate Paradox Intro Now color Perfect Same for Hasbro Family 3
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Do you know the memory usage of rpcs3 when it crashes?
Visuel Studio 2015 has a tool in the debug tab that display cpu and memory usage history, I use it to track mem leak
@vij , the depth_read.elf did run pretty quick (full 60 fps on my system) .Not too sure if it is Nvidia card issue , the depth buffer rendered in the bottom right hand corner instead of upper right one.
05-29-2015, 01:55 AM
(05-29-2015, 12:34 AM)vlj Wrote: Do you know the memory usage of rpcs3 when it crashes?I d'ont know, I tested in debug, and memory increases, I do not think it is either. By cons, he points me the line 159 of D3D12Texture.cpp there must be something that will not, I think.
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