Holeee crap those are some good numbers. Check out the difference between 1080p and 4K on Vega 64!
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Open-Source Win: RADV Trades Blows With AMDGPU-PRO Vulkan In F1 2017
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Originally posted by marek View PostThat's incredible considering that RADV was originally started as a joke as Dave said if I remember correctly.
I _can't_ get it going on my openSUSE Tumbleweed _devel_ system.
The standard LLVM version is 4.0.1.
As you know, I'm running all Mesa git stuff with LLVM 6.0 git.
All dri (radeonsi_dri.so/radeonsi_drv_video.so/libvdpau_radeonsi.so.1.0.0) OpenGL stuff works like a charm with LLVM 6.0 git living in '/usr/local/lib64'. Even 'DiRT Rally' run with it.
But with 'F1 2017' I always get '/usr/local/lib64/libvulkan.so.1: undefined symbol: vkGetInstanceProcAddr'
Alex Smith of F. gave advice that I should remove _all_ system versions (LLVM 4.0.1) and self compiled (LLVM 6.0 git) and then the ones of Steam runtime should get used. But I can't find any 'Steam runtime' versions on my system.
Even AMDPRO ones don't work (LLVM clash - 4.0.1 / drmGetDevice2 undefined)...
How do you switch between 'devel' (LLVM 6.0) and 'release' (mostly LLVM 4.0.1) games requirements?
Or am I missing something?
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Originally posted by shmerl View PostIt's not really a true Vulkan title, so these benchmarks are only marginally interesting, since here hardware isn't really used to full potential. Are there true Vulkan titles for Linux?
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Originally posted by nuetzel View Post
Hello Marek,
I _can't_ get it going on my openSUSE Tumbleweed _devel_ system.
The standard LLVM version is 4.0.1.
As you know, I'm running all Mesa git stuff with LLVM 6.0 git.
All dri (radeonsi_dri.so/radeonsi_drv_video.so/libvdpau_radeonsi.so.1.0.0) OpenGL stuff works like a charm with LLVM 6.0 git living in '/usr/local/lib64'. Even 'DiRT Rally' run with it.
But with 'F1 2017' I always get '/usr/local/lib64/libvulkan.so.1: undefined symbol: vkGetInstanceProcAddr'
Alex Smith of F. gave advice that I should remove _all_ system versions (LLVM 4.0.1) and self compiled (LLVM 6.0 git) and then the ones of Steam runtime should get used. But I can't find any 'Steam runtime' versions on my system.
Even AMDPRO ones don't work (LLVM clash - 4.0.1 / drmGetDevice2 undefined)...
How do you switch between 'devel' (LLVM 6.0) and 'release' (mostly LLVM 4.0.1) games requirements?
Or am I missing something?
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Originally posted by Marc Driftmeyer View PostIt's definitely nowhere near on par with its Windows counterpart.Originally posted by Xillendo View PostYes, for some reason, AMD Vulkan driver on Linux is slower than on Windows.Originally posted by chimpy View PostYea, but how much of that is the driver and how much of that are the games
i.e.
R9 290 beats GTX 970
Rx 580 beats GTX 1060
Vega56 beats GTX 1070
etc...
See the below quote from bridgman addressing the issue
Radeon RX Vega On Linux: High-Performance GPUs & Open-Source No Longer An Oxymoron - Phoronix ForumsPhoronix: Radeon RX Vega On Linux: High-Performance GPUs & Open-Source No Longer An Oxymoron The Radeon RX Vega is shipping today and for Linux gamers
Originally posted by bridgman View PostMost of the performance tuning for Vulkan was done on Windows since we did not yet have large page support in Linux. It took us a while to get that working and we didn't have time to get 2M page support into the AMDGPU-PRO stack before launch.
Once we have it integrated I expect we should see a noticeable performance improvement just from that... and having it will allow the Vulkan team to do more Linux-specific tuning as well.
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Originally posted by Masush5 View Post
If by "true vulkan title" you mean "developed with vulkan in mind from the get go", then no. But even then, a "true vulkan title" doesn't guarantee that the hardware is being used to its full potential. There can still be inefficiencies lurking everywhere, from the game's code to the driver's shader compiler.
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Originally posted by shmerl View Post
Yes, I mean one developed using Vulkan directly, rather than using Vulkan as a wrapper around DirectX. Sure, there can be design flaws, but wrapper itself means it's limited by DirectX design.
Serious Sam Fusion also has an Vulkan renderer (sadly wiht issues since th latest patch). It was implemented later on, but you still could compare win/lin with that game too.
Afaik, ashes of the singularity has an vulkan renderer now and will come to linux, then you have a nice windows/linux comparision example, cause that game was designed with DX12 from the beginning, so it also should fully benefit from vulkan.
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