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Full Version: Difference between gl and dx12
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vlj

Now that the 3 gfx backends are implemented I think it's important to focus on getting all of them in a similar state ; it's also important to polish gl backend since there are several very good gl debugger available which is not the case for dx12 where a lot of debugging feature are absent (Vulkan tools being at the moment even more limited).

Unfortunately there is no list of games that run differently between gl and dx, the states of games are spread between this forum and project's bug tracker so I'd like to use this thread to report when a game is running correctly using a backend but doesn't with another.

So far I know that texture cube are not well supported with gl and Vulkan.
I have my test results over on this spreadsheet if it helps somehow

https://docs.google.com/spreadsheets/d/1...lK0RvpLECg
(03-22-2016, 12:03 AM)vlj Wrote: [ -> ]Now that the 3 gfx backends are implemented I think it's important to focus on getting all of them in a similar state ; it's also important to polish gl backend since there are several very good gl debugger available which is not the case for dx12 where a lot of debugging feature are absent (Vulkan tools being at the moment even more limited).

Unfortunately there is no list of games that run differently between gl and dx, the states of games are spread between this forum and project's bug tracker so I'd like to use this thread to report when a game is running correctly using a backend but doesn't with another.

So far I know that texture cube are not well supported with gl and Vulkan.

Theres some kind of vertex issue on GL. Its rarely triggered, but I think its noticeable on G-Force and Prince of persia: Sands of time from the HD collection. You could start there. Actually, according to users, the corruption is absent on DH's rsx-cache branch for prince of persia.