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Revert the Metal Experiment (#701)
Metal sounded like a good idea to get in the emulator but frankly I underestimated just how experimental and not ready it was. From my write up in the Discord: ``` As is, Metal supports only a few games. The games it does support freeze on first use of not playing them via Vulkan, because shader translation is broken. So you need to use a dirty hack to not delete all your shaders. Not to mention it breaks many games via MoltenVK because of changes to the shared GPU code. Merging Metal seemed like a great idea, because of the few games it does support. But I don't think it's worth it. Many of the games it breaks via MoltenVK *don't work via Metal*. Which effectively makes current Ryubing worse for Mac users than Ryujinx 1.1.1403. I think what I'm gonna do is revert Metal, and reopen it as a PR. That way, you can still take advantage of the Metal backend as is, but without making other games worse with no solution. ``` For what it's worth, the shader translation part could at least be "fixed" by always applying a 30ms delay for shader translation to Metal. That being said, that solution sucks ass. The MoltenVK regressions are even worse. I hope this is not a let down to the Mac users. I hope you realize I'm reverting this because you're actively getting a worse experience with it in the emulator.
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@ -318,15 +318,14 @@ namespace Ryujinx.Ava.Utilities.Configuration
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private static GraphicsBackend DefaultGraphicsBackend()
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{
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// Any system running macOS should default to auto, so it uses Vulkan everywhere and Metal in games where it works well.
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if (OperatingSystem.IsMacOS())
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return GraphicsBackend.Auto;
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// Any system returning any amount of valid Vulkan devices should default to Vulkan.
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// Any system running macOS or returning any amount of valid Vulkan devices should default to Vulkan.
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// Checks for if the Vulkan version and featureset is compatible should be performed within VulkanRenderer.
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return VulkanRenderer.GetPhysicalDevices().Length > 0
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? GraphicsBackend.Vulkan
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: GraphicsBackend.OpenGl;
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if (OperatingSystem.IsMacOS() || VulkanRenderer.GetPhysicalDevices().Length > 0)
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{
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return GraphicsBackend.Vulkan;
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}
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return GraphicsBackend.OpenGl;
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}
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}
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}
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}
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}
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