Originally posted by aufkrawall
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Work-In-Progress RadeonSI+Nine Showing Big Performance Win For Source Engine Games
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Originally posted by Aryma View Postany plan for dx11 to Gallium or dx12 to Gallium
The path was:
Game -> State Tracker -> Gallium API -> Gallium Driver -> GPU
Now its:
Game -> DXVK/VKD3D -> Vulkan -> Vulkan Driver -> GPU
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Originally posted by V1tol View PostI see your GPU speed is 502 MHz vs 1359 MHz. Basically your GPU is idling and that's why you have so much difference. Try to make GPU run at maximum speeds for Mirrors Edge (dunno how it is done in AMD Windows driver).
Of course they also degraded the ability to force MSAA/SGSSAA for such old games with each new driver and hardware...
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Originally posted by Aryma View Postany plan for dx11 to Gallium or dx12 to Gallium
Vulkan can seemingly be mapped to the modern gallium interface now (lavapipe), thanks to NIR, so the same might be possible for D3D12 aswell. Since VKD3D and DXVK are very mature projects at this point, I don't think that anyone would like to do the duplicate effort with there being no guarantees of getting a faster or more compatible implementation. In order for DX11 and DX12 on Gallium to be able to act as a full substitute for DXVK and VKD3D, Zink would also need to be performing very well, because without it you wouldn't be able to target hardware on non-gallium drivers (i.e. NVidia proprietary).
Question for the Mesa gods: Would it theoretically be possible to use the lavapipe frontend together with other gallium drivers like radeonsi, crocus or iris or is it fundamentally limited to use the CPU (via llvmpipe I assume)?
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Originally posted by aufkrawall View PostUnfortunately wrong (good joke, though). Guess which picture is Navi D3D9 and which is DXVK:
They've degraded their D3D9 driver to a pathetic piece of garbage since Navi (Polaris and probably also Vega were still fine).Last edited by kiffmet; 23 June 2021, 01:50 PM.
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Originally posted by aufkrawall View PostIt is CPU bound and higher GPU clocks wouldn't help. See also the stutter in the frame time graph, lots of, if not all Unreal Engine 3 games are borked with Navi D3D9. But who can blame them, just most of the games of that time were UE3 D3D9...
Of course they also degraded the ability to force MSAA/SGSSAA for such old games with each new driver and hardware...
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Originally posted by kiffmet View Post
Oh no, an old game that was originally intended to be played at 60fps in the first place now barely hits 112fps on these broken Navi D3D9 drivers. This is literally unplayable! Btw, the frametime spikes can be eliminated by using a RTSS to limit FPS.
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Originally posted by kiffmet View PostOh no, an old game that was originally intended to be played at 60fps in the first place now barely hits 112fps on these broken Navi D3D9 drivers. This is literally unplayable! Btw, the frametime spikes can be eliminated by using a RTSS to limit FPS.
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Originally posted by aufkrawall View PostUnfortunately wrong (good joke, though). Guess which picture is Navi D3D9 and which is DXVK:
They've degraded their D3D9 driver to a pathetic piece of garbage since Navi (Polaris and probably also Vega were still fine).
I've read reports of DX9 being that bad on Navi in Windows. Didn't know it was THAT bad though.
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Originally posted by jojo7887 View PostI've read reports of DX9 being that bad on Navi in Windows. Didn't know it was THAT bad though.
It might also be that the D3D11 driver degraded too vs. Polaris, though not as much. Just Cause 3 runs rather poorly as well vs. DXVK on Navi. In my experience it used to run much better with Polaris, though with it you don't get close to being CPU bound in 1440p. But also Days Gone is very poor vs. DXVK in terms of stuttering (both with cached shaders). It's just sad, as is the general AMD Windows driver quality these days (raytracing in some Nvidia sponsored games, I'm really confident that vkd3d-proton + radv will do better...)Last edited by aufkrawall; 23 June 2021, 05:26 PM.
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