Hay una version NO OFICIAL del emulador Dolphin con soporte a Direct3D12, y los que lo han probado dicen que si mejora bastante el rendimiento. Como se parecia en las siguientes imagenes, aumenta un 60% los FPS de usar D3D9 a D3D12. 'hdcmeta' es la persdona que hizo esta version no oficial de Dolphin y que lo libera para
D3D9/D3D11
D3D12
Comparativa de 4 juegos, vemos como a las AMD Radeon no les va muy bien cuando usan la API OpenGL, esperemos que con Vulkan [OpenGL 5.x] mejore mucho al igual que con D3D12.
Requisitos:
- Windows 10
- Controlador mas reciente amd/nvidia,
- AMD Radeon HD7000-series en adelante, Intel HD4400, o nVidia geforce 600-series en adelante.
- Biblioteca Visual Studio 2015 Redist
Descarga del emulador:
https://forums.dolphin-emu.org/Thread-u ... 12-backendDescarga de VS 2015 Redist:
https://www.microsoft.com/es-mx/downloa ... x?id=48145Descarga Actualizacion VS 2015 Redist:
https://www.microsoft.com/en-us/downloa ... x?id=49984Pagina Oficial del Foro DOLPHIN-EMU:
https://forums.dolphin-emu.org/Thread-u ... 12-backendhdcmeta, dolphin-emu.org escribió:Hi all, I've been experimenting with adding a DirectX 12 backend to Dolphin, and finally have something to release! It can be decently faster depending on the game/system/settings (up to 50%), binaries and source are below. It was a good way to get to know Dolphin's architecture better, and hope it might be interesting for others to try out.
Performance
Generally, graphics-intensive games get a nice win, while (Gamecube CPU)-bound games (Zelda OOT from the 'bonus disk' is a good example) are the same - graphics wasn't on the critical path there. At higher resolutions, graphics becomes more important, so the relative improvement can increase there. In general, CPU usage is now much lower for the same workload relative to DX11/OpenGL.
Changelog
v0.98 (1/24/2016)
- Fix issue on certain systems where frame-rate not properly uncapped (when vsync is disabled, and CPU set to > 100%)
- Integrate upstream changes
v0.97 (1/19/2016)
- Better tracking of CPU/GPU interactions, should resolve race-condition-induced corruption
- Small fix for a 'dirty' shutdown corruption shader caches (which used to possibly cause a crash on the next start)
- Includes all current upstream changes
- Misc behind-the-scenes refactoring/cleanup/fixes