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Intel's Mesa On-Disk Shader Cache Maturing, Radeon Devs Not Yet Convinced
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Originally posted by pal666 View Postit has no stutter
it's just cpu-boundLast edited by dungeon; 13 July 2016, 10:29 AM.
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Originally posted by pal666 View Postshader cache does not affect gpu performance
The shader cache is inevitably for the GPU. My point is if you have shaders complex enough that caching them has a substantial impact on performance, then that means you're running something that a single-core CPU is probably not going to keep up with. Therefore, focusing on multi-threading mesa should offer a significant performance difference without the need of permanent storage.
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Again - I have no problem with caching shaders; any performance enhancement is welcome. I just think it should've been a lower priority, and I'd like to know if I can [easily] disable it.Last edited by schmidtbag; 13 July 2016, 11:10 AM.
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An on-disk shader cache is super important to speed up the loading times of Dead Island (the original, not so much the remake, but the remake runs slower and looks just like Dying Light, so it’s not as good). I’m sure there are other games that benefit significantly from it, but Dead Island is the worse example I know of. Deadfall Adventures also has super long loading times that are much shorter when you launch it the second time.
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Originally posted by schmidtbag View PostI just think it should've been a lower priority
and I'd like to know if I can [easily] disable it.
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This is stupid. Any dev who doesn't see a dire need for an on-disk cache doesn't play games. You want an insane example, go try out NS2. I recommend you have some coffee or a sandwich to make. Unreal Tournament suffers greatly as well. Trying playing a twitch FPS that microstutters (are full 1 second freezes micro at that point?) for the first half of every match due to on-the-fly shader compilation. The whole 'I don't see the benefit beyond x' argument is just idiocy. There's a reason the proprietary drivers use it.
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Originally posted by duby229 View Post
I think at least in theory, the linux file cache should handle that automatically? Once a file is read it should be cached to ram on the fly right?
as far as startup goes, there is no benefit in kernel caching unless you start game twice where only 2nd time would use them. there is also fact that reading one big file is much faster than reading 4000 small ones/
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Originally posted by SaucyJack View PostThis is stupid. Any dev who doesn't see a dire need for an on-disk cache doesn't play games. You want an insane example, go try out NS2. I recommend you have some coffee or a sandwich to make. Unreal Tournament suffers greatly as well. Trying playing a twitch FPS that microstutters (are full 1 second freezes micro at that point?) for the first half of every match due to on-the-fly shader compilation. The whole 'I don't see the benefit beyond x' argument is just idiocy. There's a reason the proprietary drivers use it.
Anyway, I don't think Marek is against the idea of a shader cache, I just think he wants to take care of some other performance problems first which he thinks can help more people faster. For example, he just committed this: https://cgit.freedesktop.org/mesa/me...4a10e67cdee073 which looks like it will pretty massively reduce register spilling in games with complex shaders.
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Originally posted by smitty3268 View PostAnyway, I don't think Marek is against the idea of a shader cache, I just think he wants to take care of some other performance problems first which he thinks can help more people faster. For example, he just committed this: https://cgit.freedesktop.org/mesa/me...4a10e67cdee073 which looks like it will pretty massively reduce register spilling in games with complex shaders.Last edited by bridgman; 13 July 2016, 05:07 PM.Test signature
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