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[Xbox Series S RetroArch] d3d11 per-pixel transparency seemingly much slower than gl, despite gl running via mesa #1666

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@therealteamplayer

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Platform / OS / Hardware: Xbox Series S, Libretro core, RetroArch (Mesa version) 1.18.0 (not using 1.19.X as slang shaders are broken)

Github hash: d689c50

Hardware: Xbox Series S

Description of the Issue

When using the Per-Pixel Transparency option with the default d3d11 driver, there are places where poor performance is experienced in various games. For me, this is most noticeable walking into the train station in Sonic Adventure (I'm playing having used the patcher avaliable here to enable 60FPS and bug fixes) though there is also noticeable lag in the first portion of (unpatched) Sonic Adventure 2's first level if you press B to 'Brake' when you are boarding down the hill. Changing internal resolution or any of retroarch's latency settings did little to help.

I understand that the per-pixel transparency option is more demanding, but what puzzles me is that the lag i've mentioned above isn't present (or at least not noticeably so) when RetroArch's driver is set to OpenGL. Especially since I'm using the Retroarch build for Xbox Series S's dev mode, which runs as an UWP app and as such is limited only to DirectX, instead using software called Mesa to translate OpenGL to DirectX. (because this process is imperfect, using the gl driver introduces other issues in many games, similar to #1631 - so using this driver isn't ideal accuracy wise.) Because of this, it's possible that it's an issue with the emulator

I think the specific version of retroarch i'm using is this one, i can't remember whether or not mesa is merged into the mainline retroarch builds for xbox.

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