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Build Testing With DX12 Reserved For Windows 10
#29
(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.
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.
This might work. Best idea i've heard. Doing this can help so much more on games.
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RE: Build Testing With DX12 Reserved For Windows 10 - by d875j - 06-01-2015, 02:24 AM

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