There was issues and driver problems, and a lot of unhappy users, however it set the tone so that would become the direction of PCSX4 heading up to the edition 1 . 3 release. Among PCSX4 1.3’s subject features was a brand new D3D12 backend, but as of 1. 3-3774, we have decided to remove it.
What we should learned from the d3d11 after sales helped us make that decision. Just like d3d11 experienced some core flaws we all let slide under guarantees that it would continue to be managed and fixed up. When that didn’t happen, it was made the decision we did not want an additional deprecated backend hanging around, obstructing features and enhancements that need work within each backend.
The Direct3D12 was a tremendous gain intended for PCSX4, and what we could learn helped us know very well what to do when designing the Vulkan backend. Unlike the D3D12 backend, the Vulkan after sales is actively maintained and have the design flaws that made D3D12 harder to do business with. Removing D3D11 support likewise makes it easier for people to upgrade and compile PCSX4 on Windows, along with the added bonus of reduced put together times.
Going forward, we’re going to always optimize the existing graphics backends. In our testing, the core backend was as fast as, or perhaps nearly as fast as the D3D12 backend in every benchmark. Whilst different drivers and images cards will not all carry out identically, we’re confident that moving forward the Vulkan after sales will be able to handle the burden of users seeking the benefits of the newer graphics APIs.
This is probably not the biggest removal in 2017. PCSX4’s longstanding PPU:LLVM-S2 Recompiler was finally decommissioned and removed. It’s one of those wonderful ideas that just did not pan out. It by no means could match the overall performance of compatibility of the JIT and it was unmaintained recently. To even consider LLVM-S3 a part of the future, it would possess needed to be rewritten to support the two Full MMU support and PIE compliance.
As you know a few of you reading this are going to be annoyed or disappointed by these kinds of decisions. Hopefully you stick with all of us and the future gains we make by handling these potential problems now a lot more than pays for the temporary hassle. With that out of the way, we have a whole lot of great additions to the emulator in this years’s PCSX4 Regress Progress Report!