the newest build of dolphin runs slow as hell on my GTX 780. is the titan any better in that regard?
yes, because older builds were pretty fastAre you sure that you don't have a CPU problem?
dx backend sucks because it doesnt have GL backend's aa mode that i like. why shouldnt everyone be able to use opengl and still get full performance? he mentions that nv's integer performance is weak except on what i have and the titan but my performance suffers anyway. i am wondering if titan has integer performance on par with AMD's productsAre you perhaps using OpenGL? Dolphin's blog mentions specifically that Nvidia only takes a 5% hit compared to before using DirectX, but "significant losses" if using OpenGL https://dolphin-emu.org/blog/2014/03...sing-problems/
well that sucks balls because everything else on the GK110 is better (and i dont know why nvidia's engineers thought that integer performance was unimportant because a lot of legacy functions used integers and single precision float gives too much error when integer legacy functions are emulated). amd doesnt even do full speed FP16 TF, they dont have physx or CUDA, they dont have much driver-forced aa, and i dont think their TF units can be forced to do trilinear mipmapping regardless of application nor has AMD ever had very good trilinear calculations (unless that actually changed from the 6k series to the 7k series).because it takes 3x as long to do an integer rotate on Kepler vs Tahiti/hawaii
dx backend sucks because it doesnt have GL backend's aa mode that i like. why shouldnt everyone be able to use opengl and still get full performance? he mentions that nv's integer performance is weak except on what i have and the titan but my performance suffers anyway. i am wondering if titan has integer performance on par with AMD's products
well that sucks balls because everything else on the GK110 is better (and i dont know why nvidia's engineers thought that integer performance was unimportant because a lot of legacy functions used integers and single precision float gives too much error when integer legacy functions are emulated). amd doesnt even do full speed FP16 TF, they dont have physx or CUDA, they dont have much driver-forced aa, and i dont think their TF units can be forced to do trilinear mipmapping regardless of application nor has AMD ever had very good trilinear calculations (unless that actually changed from the 6k series to the 7k series).
AMD reference coolers arent quite as good and AMD chips run at high temps.
one thing nv has started with all drivers compatible with kepler and that AMD always did that i am not to happy about is some depth range optimization when driver SGSSAA isnt forced.
yet AMD can have better integer performance?
sorry about the rant.
well that sucks balls because everything else on the GK110 is better (and i dont know why nvidia's engineers thought that integer performance was unimportant because a lot of legacy functions used integers and single precision float gives too much error when integer legacy functions are emulated). amd doesnt even do full speed FP16 TF, they dont have physx or CUDA, they dont have much driver-forced aa, and i dont think their TF units can be forced to do trilinear mipmapping regardless of application nor has AMD ever had very good trilinear calculations (unless that actually changed from the 6k series to the 7k series).
AMD reference coolers arent quite as good and AMD chips run at high temps.
one thing nv has started with all drivers compatible with kepler and that AMD always did that i am not to happy about is some depth range optimization when driver SGSSAA isnt forced.
yet AMD can have better integer performance?
sorry about the rant.
well not really because i cant afford a non-defective GK110 anyway (i.e., one with good DP performance). thank youSo, basically, you're mad because GK110 doesn't win in every single way. Huh.
i guess youve a good ptWhat? Kepler is great but so is Hawaii. If AMD wasn't around Nvidia would be working a lot less hard on making good products. Look at intel now that AMD isn't big competition.
it has even worse DP performance though. really advanced physics simulations could have too much error with only SP. particle fx and fog effects could have too much error with SP if they are really complex. i just think it is time to do everything except TA/TF units, and display logic in software with double precision (for float and int). larrabee was too slow because of the isa it used. i realize that the current CUDA architecture would be too slow, but that doesnt mean that a new gen purp ISA (with a bias towards graphics) cant be created.it doesn't. Maxwell (750 Ti) has better integer performance though I believe, which bodes well for the upcoming high end cards.
it has even worse DP performance though. really advanced physics simulations could have too much error with only SP. particle fx and fog effects could have too much error with SP if they are really complex. i just think it is time to do everything except TA/TF units, and display logic in software with double precision (for float and int).
Then it's not a hardware problem.yes, because older builds were pretty fast
How would we know? Why don't you ask the developer instead?why shouldnt everyone be able to use opengl and still get full performance?
i could try doing that, but i doubt they will respond. i might try asking them though.How would we know? Why don't you ask the developer instead? You know, the guy that actually wrote the code.
gamers have no need for those features only because they arent available on mainstream cards. that is, game devs wont use them or will be less likely to use them because only a small percentage of people buy $1k GPUs.There already exists a focused product that caters to your needs, Teslas and Quadros. Gamers have no need for those features so getting streamlined, albeit DP neutered but efficient gaming chips is a better deal for gamers, in terms of perf/w and perf/$.
Our GPUs are notoriously "not great" at integer math. [...] It's also possible that the D3D driver (which uses much more aggressive settings in the compiler and continues to optimize in the background when GPU limited) figured out that you are doing math that could be mostly done in float and converted back just in time.