![]() You were blaming "bad drivers" but now Mesa's AMD OpenGL implementation is probably the most exemplary implementation there is (missing optional extensions such as this notwithstanding). You may remember me getting on your nerves previously on some other issue with screenshots with driver performance overlay of PS2 and GC versions of RE4 where PCSX2 completely failed on lowest resolution of famously gimped PS2 RE4 version while Dolphin was giving out perfect 60 on highest upscaling of the original. I tested recent git snapshots of PCSX2 with MGS2 (intro cutscene, particularly wide shots of the ship and view of upper deck) and RPCS3 with MGS4 (main menu and training range) and they both exude this behaviour while erratically loading the CPU. Strangely, same thing happens with RPCS3: changing rendering resolution from 720 to 1440p with same other settings doesn't change anything other than picture quality, it's entirely bottlenecked by something else. You say that but in all the years to today upscaling factor has have not been changing a single fps for me and my RX580 and previous HD6870. ![]() Worst case, people will reduce the upscaling factor ) Or buy a better GPU In fact… - and there is Intel implementation to work from. I'm sure such implementation will not be blocked from merging for RADV… but it will not be written by AMD staff either :( Well, closed AMD driver is irrelevant for Linux, unless you need it for a supercomputer render cluster or something. If driver doesn't support it, nothing can be done. But AMD stated they don't want to export the feature on vulkan even on recent GPU. Here's a video that even a simpleton like you can understand you should do an internet search for more detail if you interlock is rov. TLDR: Please do your research before spewing your ignorant vomit all over this project, thanks. Neither of those APIs are going to provide a significant performance increase in enough PS2 games to justify the (unpaid volunteer) coders here to set aside significant time & resources to work on it. Not every project has a John Carmack on staff (if only we were so lucky) so we work with what we have.ĭX12 is a lost cause and Win10-only while Vulkan is still at least a year away from being a mature-enough API for regular production use. I know of Doom being one of the few high-profile games that have Vulkan support and that is because John Carmack is a programming genius and managed to get it done within a reasonable amount of time. Maybe 85% ready but still not quite there yet. It would be utterly insane to bother with DX12 support for less than 20% of the market and have that 'support' change on a near-daily basis with every random forced untested Windows Update for Win10 causing nothing but headaches for both users and developers of programs like PCSX2.Īnd all that said, Vulkan is by far the most promising of the APIs but from personal experience and poking around it is NOT ready for prime time. Win10 is not the answer and DX12 is not the answer. Microsoft fired most of their testing team and the buggy broken garbage 'updates' they've released to break people's systems time and again have unfortunately caused a backlash where NOBODY is updating their computers even for crucial security updates. I've made this comparison elsewhere but Win7 is your rock solid STABLE OS while Win8.1 is a BETA OS and Win10 is your DEV/ALPHA OS that isn't ready for prime time and won't be ready for at least another year or two. The overwhelming majority of users are not on Win10 nor have any inclination of 'updating' to Win10. The primary benefit comes from those who have the HARDWARE to handle things and that hardware isn't going to happen from people who (time and again) complain their Intel Integrated HD-shit graphics have bugs or won't run X game despite bold stickied caps threads on the PCSX2 forums. That said, perhaps you should realize that neither Vulkan nor DX12 are 'magic bullets' when it comes to improving performance. Just be sure you know that gregor圓8 is an actual coder and intimately involved deep in the nuts and bolts of maintaining a PCSX2 codebase that has been around for several years and has over 95% compatibility with PS2 games. Looked through your github contribution history and it seems you're more of a tester/issue commiter than an actual coder.
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