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accelerate GSdx
#21
@tsunami2311,
Quote: Your driver supports advance depth. Logz will be disabled
Hum I don't understand why logz was not disabled.

Anyway, I think effect is correct. It seems to be some shadows.

Here 2 screenshots, HW native and SW. They're very close


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#22
(05-18-2015, 08:06 AM)gregory Wrote: @123_qwe,
3GH Haswell
=> 230 fps
=> nvidia option: +300 fps

Either the issue come from the Core. Or it requires a synchronization (mtgs waits). Those message are killer. Because PCSX2 asks GSdx to sync. GSdx ask the driver to sync. In short it is very slow.

I have a Core i5 ivy bridge and a a Nvidia Gt650 (non ti). I get 60fps almost everywhere but when i get to the end the first loop..framerate goes to 30fps.
The strange thing is that i can play almost every other game i have at good framerates.
Maybe wait for the 02 build of PCSX2.
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#23
02 won't change anythings.

I think, if you run the game with a dev build of PCSX2 and a release version of GSdx (dev is slow). You will see some "MTGS wait" error. Do you know if the windows version have also a slowdown? Check the EE/GS percentage at top of the window.
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#24
(05-18-2015, 12:06 PM)gregory Wrote: 02 won't change anythings.

I think, if you run the game with a dev build of PCSX2 and a release version of GSdx (dev is slow). You will see some "MTGS wait" error. Do you know if the windows version have also a slowdown? Check the EE/GS percentage at top of the window.

According to the wiki Windows version is ok. I said 02 because better optimized code in a thread is less prone to race conditions which seems imho what is happening here.
If i remember correctly on that section VU goes up to 90% -99% and GS up to 70%.
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#25
(05-18-2015, 12:06 PM)gregory Wrote: I think, if you run the game with a dev build of PCSX2 and a release version of GSdx (dev is slow). You will see some "MTGS wait" error. Do you know if the windows version have also a slowdown? Check the EE/GS percentage at top of the window.

the NFS: Most Wanted test i did above was with both release builds and had that error, only in OGL though
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#26
No MTGS on DX!

Well it is possible, I think openGL is still slower than DX. MT tricks allow to get more fps but the gl cmd fifo is likely not empty, + it generate an overhead. MTGS reads require to flush the GL cmd before accessing the data, whereas Dx have the data ready. Besides, I didn't optimize anything on this code path. If I only I could find where ogl is limited.

Globally for the speed, I'm curious if it would be possible to implement the Nvidia MT trick at GSdx level (maybe the GSRenderer DX/GL draws command)
* cons: lots of complex code
* advantage:
1/ work for everybody
2/ better split of the workload.
3/ maybe less overhead if we can group command (openGL requires 4/5 command to clean a buffer). This way it will be only one. Or nearly no overhead if we deport the full draws!
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#27
Sounds like you're gonna be busy Tongue

It's like a job creation scheme lol.
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#28
(05-18-2015, 01:33 PM)gregory Wrote: No MTGS on DX!

Well it is possible, I think openGL is still slower than DX. MT tricks allow to get more fps but the gl cmd fifo is likely not empty, + it generate an overhead. MTGS reads require to flush the GL cmd before accessing the data, whereas Dx have the data ready. Besides, I didn't optimize anything on this code path. If I only I could find where ogl is limited.

Globally for the speed, I'm curious if it would be possible to implement the Nvidia MT trick at GSdx level (maybe the GSRenderer DX/GL draws command)
* cons: lots of complex code
* advantage:
1/ work for everybody
2/ better split of the workload.
3/ maybe less overhead if we can group command (openGL requires 4/5 command to clean a buffer). This way it will be only one. Or nearly no overhead if we deport the full draws!

So my best bet would be synchronized MTGS plus new changes for NVIDIA?
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#29
Synchronized MTGS will slow you down greatly Tongue
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#30
(05-18-2015, 11:07 AM)gregory Wrote: @tsunami2311,
Hum I don't understand why logz was not disabled.

Anyway, I think effect is correct. It seems to be some shadows.

Here 2 screenshots, HW native and SW. They're very close


Edit I just deleted Gsdx.ini and tested again and those lines where gone. and switching from DX11 to Opengl back and forth dont make the lines come back. I guess the problem fixes it self after I deleted gsdx.ini not sure why though.

Guess only problem i can think of is GSDX shader not working in opengl at this point
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