Super Mario Galaxy Runs at 4K 60FPS with DX12 Emulation update

WYP

News Guru
Thanks to the Dolphin Emulator's DirectX 12 update you can now play Super Mario Galaxy 2 at 4K 60FPS.

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Read more on Super Mario Galaxy running at 4K 60FPS thanks to DirectX 12.
 
Highly doubt this is down to DX12 itself.

Well Dolphin has always been CPU limited, even very modest GPU's can run games at 1080p (and beyond) and you certainly do not need a 980ti to run games at 4K, so I can only assume that DX12 has taken some of the computational load off the CPU and shifted them to the GPU.

Hence the increase in performance.

Edit:

lol
2 posts in 7yrs!!, think I'll go back into hibernation for a rest.
 
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Well Dolphin has always been CPU limited, even very modest GPU's can run games at 1080p (and beyond) and you certainly do not need a 980ti to run games at 4K, so I can only assume that DX12 has taken some of the computational load off the CPU and shifted them to the GPU.

Hence the increase in performance.

Edit:

lol
2 posts in 7yrs!!, think I'll go back into hibernation for a rest.

Or they just fixed some bad code during the inclusion of DX12 which is more than likely.
 
Or they just fixed some bad code during the inclusion of DX12 which is more than likely.

The gist of my post was really aimed at the spec list of the PC that was running Dolphin.

My 4690K @ 4.5Ghz will be faster than that 5820k @4.2Ghz with dolphin because it makes little use of more than 2 cores and just one of my 970's can easily run Dolphin titles at 4k with plenty of headroom.

It's almost worth updating to Windows 10 to try and see if I'd notice any performance improvements on my own rig.

..almost.
 
Or they just fixed some bad code during the inclusion of DX12 which is more than likely.

While this is also possible there are most certainly HUGE gains in CPU performance when using DX12 correctly over DX11. Given that emulation (and especially dolphin) is all about single core performance, the overhead that was there with DX11 will have slowed the application down a lot. Although, its not walk in the park, compared to DX11 this new API is far more complicated to use, having to synchronise memory and manually copy it over, waiting for command lists and all sorts add far more complexity than DX11 ever had.

That combined with potential fixes could easily achieve 50%. I doubt the emulator developers would have left a huge performance problem in that could have easily been spotted with 5 minutes and a profiler. Most likely little performance fixes + DX12 is the main reason.
 
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