We, as the developers of RetroArch and Libretro, are proud to announce that yet another new option is available to developers who are using the Libretro API. In addition to being able to use Vulkan and/or OpenGL for hardware rendering, you can now also use Direct3D 11 inside your cores!

While it should be noted that this is still in an experimental stage, there is already a core that will be taking advantage of this — the PPSSPP libretro core, which has recently been upstreamed thanks to Ali Bouhlel and Henrik Rydgard, the original developer. You will be able to use either Direct3D 11 (on Windows), OpenGL or Vulkan renderers with the PPSSPP core.

Sep 01, 2016  If someone has some answers as to why vulkan is bad, or why CPU usage in Dota 2 doesn't go to 100% let me know also post your own DX11 Vs Vulkan Benchmarks I'm not even going to bother with OpenGL, that one is super sad If you can't tell all of this is done with the lowest graphical settings-Attached reddit post. November 29, 2017: PPSSPP 1.5 - Vulkan is here! 1.5 has support for Vulkan, the new faster way to draw graphics. Supported on many modern Android devices, and if enabled (change Backend in Graphics settings) you will see a massive speed boost. PPSSPP 1.5 also has the usual assortment of fixes: Full Vulkan support, also for Android now. Later that year, new Vulkan renderers for two of our emulators, Beetle PSX and Parallel N64, were made. Since then, Vulkan support has been added to other libretro cores as well, such as PPSSPP and the Dolphin core. Now in 2018, there is an additional third option available to.

Some history –

Libretro as an API started out in 2010/2011 only allowing for software rendered graphics. This is truly platform and hardware-agnostic, and for most systems that do not use any kind of 3D rendering and have little to gain from moving over to hardware-accelerated graphics APIs this is the preferable strategy. However, because software rendering has to be handled by the CPU, is only really practical for older games/emulators emulating older 2D-based systems.

OpenGL hardware rendering was added as an option to the Libretro API back in 2013. This coincided with Android and iOS ports appearing for RetroArch, and this was before the platform holders all decided to go their own separate ways and start targeting their own APIs. So being able to target OpenGL (ES and non-ES) as a developer in your libretro core was a great and convenient way to make cross-platform code that would run on most platforms. The only requirements for using OpenGL in your core was that you would adhere to at least OpenGL 2.x on the desktop and/or OpenGL ES 2.0 on mobile. While fixed-function OpenGL was theoretically possible, we only ever provided a test core for it, and we had an unwritten agreement in general that OpenGL usage in Libretro cores should be non-fixed function.

In 2016, the next-generation Vulkan graphics API was launched, and nearly at the same day, RetroArch and Libretro as an API started supporting the Vulkan API. Later that year, new Vulkan renderers for two of our emulators, Beetle PSX and Parallel N64, were made. Since then, Vulkan support has been added to other libretro cores as well, such as PPSSPP and the Dolphin core.

Now in 2018, there is an additional third option available to developers — Direct3D11 support! Targeting this API will of course limit you to Windows 7 and later. However, there are valid reasons for targeting Direct3D 11. On some devices like the Surface Pros, OpenGL drivers are apparently notoriously bad and you need to use Direct3D rendering in order to get decent performance. To this day, users of AMD GPUs on Windows still complain about OpenGL renderers performing worse than their Direct3D equivalents. Whether this is deliberate through sabotage or it’s just circumstantial misfortune, there are legitimate reasons for targeting Direct3D 11 from a performance perspective, and since UWP supports D3D11 natively and using either Vulkan or OpenGL would only be possible through several abstraction layers, it is nice in our humble opinion that the option exists vs. it not existing at all.

We would of course much prefer that there was a real crossplatform graphics API that magically worked everywhere, had great performance everywhere, and that required somebody to just write a graphics renderer once. Unfortunately, industry powers for whatever reason never seem to want things to actually get too easy for developers, so until then, covering all our bases with the Libretro API and trying to support as many of the predominantly available graphics APIs as possible seems to be a more pragmatic decision.

And what’s more, thanks to the excellent SPIRV-Cross project, we are fast approaching a situation where the Direct 3D 11, Direct 3D 12, Vulkan and (maybe soon?) OpenGL drivers available in RetroArch will be capable of using the same shaders instead of each needing their own separate shaders. Inazuma eleven for ppsspp free download.

See here a video of PPSSPP running with Direct3D11 on RetroArch –

News

September 25, 2019: PPSSPP 1.9 is here!

PPSSPP 1.9.0 fixes more bugs and performance issues. 1.9.3 fixes a few additional bugs on Android primarily.

Vulkan Vs Directx For Ppsspp Reddit Download

Rollout has started - if you're on Android you'll automatically be updated within a week.

Vulkan Vs Direct3d For Ppsspp Reddit Free

A list of the major changes: Wwe 2012 game download for ppsspp.

  • Flicker fixed in God of War that appeared with newer drivers for Mali GPUs (#12224)
  • Improve performance of God of War on Vulkan (#12242), implement built-in GPU profiler (#12262, #12266)
  • Vertex range culling fixed on ARM Mali (#12227)
  • Started to improve VFPU precision, resulting so far in a fix for the long standing Tekken 6 leg shaking problem (#12217)
  • Fixed a VFPU precision snafu on ARM64, fixing disappearing officers in Warriors Orochi (#11299) and some problems in Tomb Raider (#11179).
  • Vulkan is the default again on Android versions newer than Pie
  • Fix various homebrew store issues
  • GPU pause signal handling fixed, fixing some hangs in Bleach and Armored Core games (#12160)
  • Audio sample rate conversion handling fixes (#12147)
  • Some Vulkan optimizations (pre-rotation (#12216), perf fix in Metal Gear Acid, etc)
  • Multiple fixes for the UWP build (#12036, others)
  • MP3 playback fixes (#12005)
  • Audio in Motorstorm: Arctic Edge fixed by returning errors correctly (#12121)
  • Audio glitches in Final Fantasy Tactics fixed (#9956)
  • Camera display in Invizimals fixed (#12278, #8521)
  • Added hotkeys for texture dump and replace (#11938)
  • Added Visual Studio 2019 support. Windows XP is no longer supported (#11995, others)
  • Fixes for video capture (#12069)
  • Added a separate sound volume for alternative speed (#12124)
  • Improved mouse control (Windows only) (#12173, #12176)
  • Support for installing texture packs and ISOs from zips (#12175)
  • Right analog support for touch controls (only used by patched games and some HD remasters) (#12182)
  • Android: Fix OpenSL initialization, possibly helps audio crackle a little. (#12333).
  • Fix graphics on Amazon Fire TV Stick 4K
  • Fixed strange vehicle behavior in MGS:PW (somehow) (#12342)
  • Ported to the Nintendo Switch by m4xw! Builds available on m4xw's Patreon.

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