06-01-2015, 02:24 AM
(06-01-2015, 12:27 AM)vlj Wrote: I tested the DX12 renderer with Arkedo swap game, with current code it crashes but with some dirty hack I got it running.This might work. Best idea i've heard. Doing this can help so much more on games.
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.
i7 3930K Overclocked 4.7 Ghz
X2 R9 295X2
32GB DDR3 Ram Overclocked 3000 MHz
Asus Sabertooth X79
XSPC Raystorm EX560 Extreme Water Cooling Kit
4K monitor
Corsair RGB Mouse and keyboard
Best Sound System by Sony
Late Late 2015 Updated my specs
X2 R9 295X2
32GB DDR3 Ram Overclocked 3000 MHz
Asus Sabertooth X79
XSPC Raystorm EX560 Extreme Water Cooling Kit
4K monitor
Corsair RGB Mouse and keyboard
Best Sound System by Sony
Late Late 2015 Updated my specs