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Radeon RADV "ACO" Performance On Mesa 19.3 Looking Good

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  • ntropy
    replied
    Aco 19.3 on 5.4 kernel is an explosion of frames on the Vega: https://youtu.be/0-kEjQTRkUM are amd LRU bulk moves enabled yet?

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  • mphuZ
    replied
    Originally posted by AsuMagic View Post
    Nobody
    You made a lot of mistakes in the word GOOGLE

    You can`t speak for everyone else..

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  • Venemo
    replied
    There is talk of hooking up ACO to radeonsi, but first it'd be nice to fix the current issues that people have reported with RADV.

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  • AsuMagic
    replied
    Originally posted by mphuZ View Post
    AMD should accept this compiler in their AMDVLK and radeonsi.
    Otherwise ACO will be useless.
    Nobody uses AMDVLK and there are plans for radeonsi

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  • mphuZ
    replied
    AMD should accept this compiler in their AMDVLK and radeonsi.
    Otherwise ACO will be useless.

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  • RussianNeuroMancer
    replied
    Is anyone know why Feral delay Shadows of Tomb Raider release? It's been a year already.

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  • AsuMagic
    replied
    Originally posted by LeJimster View Post

    The main benefit of ACO is faster initial compilation times, and much reduced stutter in games. I would say the performance shown in Michaels benchmarks don't reflect the whole picture. Theres also optimizations to do with DXVK that aren't available with LLVM.
    I doubt it. Caching is likely involved, in which case the shader compiler is not involved.
    AFAIK there are much more than one run in phoronix benchmarks and the shaders may have been cached even earlier on.
    Michael do you know whether that was the case in your benchmarks?

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  • pal666
    replied
    minimum framerate suffers too often to call it improvement. i'm waiting for next round
    and btw totalwar minimum is ridiculous regardless of compiler

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  • shmerl
    replied
    If you mean you can't match records in the file to events in the game, I don't get why not. Measure the full time you run the test, check at what points of time something happened (for example one minute into the test), and using sampling period, get your values. Not sure what cache has to do with anything, since sampling period is constant.

    Number of records in the file will be directly dependent on the duration of your test. The logging can't know what you need to focus on, so it's up to you to record the fact that "event A happened at time B". For example, you can perform screen capture (record video of the test), and using video you can establish times of events that interest you. It's trivial to find corresponding record in the file matching that event.
    Last edited by shmerl; 06 October 2019, 03:11 AM.

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  • shmerl
    replied
    Originally posted by atomsymbol

    It isn't the best way. Some issues:
    • GALLIUM_HUD=frametime GALLIUM_HUD_DUMP_DIR=$PWD:
      • The file "frametime_(ms)" is a list of values without wallclock time. How do suggest to match two frametime files against each other without wallclock information?
    • Can DXVK_HUD log frametimes into a file?
    • VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay VK_LAYER_MESA_OVERLAY_CONFIG=output_file=foo,no_di splay=1:
      • Missing wallclock time
      • How to make it record the frametime at the end of each frame?
    Not sure what you mean by wallclock time, system time? No need to show that, since it's using fixed update period, which is 0.5 sec (seconds, float). You can change it with GALLIUM_HUD_PERIOD. See: https://www.mesa3d.org/envvars.html

    For Vulkan, configure Mesa Vulkan overlay. For details on usage, see:

    Code:
    VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay VK_LAYER_MESA_OVERLAY_CONFIG=help vkcube
    The period is changed with fps_sampling_period (milliseconds, integer) which is set to 500 by default, so matches GALLIUM_HUD default.
    Last edited by shmerl; 06 October 2019, 01:16 AM.

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