06-01-2015, 12:27 AM
I tested the DX12 renderer with Arkedo swap game, with current code it crashes but with some dirty hack I got it running.
I'm getting almost twice the fps as with GL renderer in game (ie 17 fps with DX12 vs 9-10 with GL).
There is some room for improvement for DX12 (per frame vertex buffer caching is one of them) and GL (again per frame vbo + texture caching) but I think we can't reach 60 fps without tracking texture data modification in local memory (to avoid reuploading texture each frame).
Unfortunalty I don't know where in rpcs3 RSX local memory is "stored" so that I can try to record memory write to region of data.
I'm getting almost twice the fps as with GL renderer in game (ie 17 fps with DX12 vs 9-10 with GL).
There is some room for improvement for DX12 (per frame vertex buffer caching is one of them) and GL (again per frame vbo + texture caching) but I think we can't reach 60 fps without tracking texture data modification in local memory (to avoid reuploading texture each frame).
Unfortunalty I don't know where in rpcs3 RSX local memory is "stored" so that I can try to record memory write to region of data.