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Emulator Issues #5113

closed

OpenGL anti-aliasing is fast

Added by jonatanc10 over 12 years ago.

Status:
Invalid
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

I realized that the plugin when using the OpenGL anti-aliasing it is faster than the Direct3D9 and direct3D11 the opengl plugin needs some improvements in performance to run better than others, because I saw that the anti-aliasing does not affect him much performance as the other games. the plugin needs more updates and fixes to address some bugs. excuse the bad English, by google translator.

Actions #1

Updated by NeoBrainX over 12 years ago

  • Status changed from New to Invalid

You can't compare the antialiasing between video backends because each of them uses a completely different approach to that.

Also, this isn't a PullRequest, it's a normal issue...

Actions #2

Updated by jonatanc10 over 12 years ago

I'm sorry I posted wrong, I'm new in forum, is that I wanted to know if there will be corrections to the OpenGL plugin for it to get better XD

Actions #3

Updated by school.player over 12 years ago

So... what's the issue? The OpenGL anti-aliasing is faster than the DirectX plugins' AA, and you want the OpenGL plugin fixed?

That simply makes no sense.

Actions #4

Updated by DimitriPilot3 over 12 years ago

My understanding of this issue is that, since he noticed that OpenGL's AA method is less GPU-intensive than the AA methods of DirectX 9/11 (maybe he tested DX9 with 9xSSAA and a high internal resolution, and OpenGL with the highest AA settings, and then compared the FPS?), he wanted Dolphin's current OpenGL renderer to be globally as fast as (if not faster than) Dolphin's DirectX renderers.

Two examples of issue summaries that would be less confusing to read:

"OpenGL anti-aliasing in Dolphin is fast, but why can't this renderer seem to perform as well as the DirectX ones in general?"
"The OpenGL render needs optimization in order to run as well as (if not better than) the others"

This makes me think of issue 2444. TL;DR: rpedela has given our OGL backend some interesting testing; see comment #40 and a few others above.

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