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AMD RDNA2 Vulkan: RADV vs. RADV+NGGC vs. AMDVLK vs. PRO Driver Benchmarks

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  • onlyLinuxLuvUBack
    replied

    Is there a phoronix option to generate gpu bench data with .CSVs with https://github.com/flightlessmango/MangoHud
    then you could do line graphs for gpu_temp/core load/gpu_power/frame_time/fps ?



    MangoHud FPS logging
    You must set a valid path for output_folder in your configuration to store logs in.
    When you toggle logging (using the keybind Shift_L+F2), a file is created with the game name plus a date & timestamp in your output_folder.

    // Log files can be uploaded to Flightlessmango.com to create graphs automatically.
    // You can share the created page with others, just link it.
    Multiple log files
    // It's possible to upload multiple files when using Flightlessmango.com. You can rename them to your preferred names and upload them in a batch. These filenames will be used as the legend in the graph.






    Leave a comment:


  • Leinad
    replied
    Originally posted by avem View Post

    In other words it's not "community" in any shape or form which means the whole idea of community driven GPU development is more likely a myth.
    Community in open source development usually does not mean people working in spare time, but people outside of original developer.

    Leave a comment:


  • JoshuaAshton
    replied
    Originally posted by agd5f View Post

    The long term goal is to use LLVM for everything.
    What about compile times though?

    Leave a comment:


  • agd5f
    replied
    Originally posted by Herem View Post
    What I find interesting is how AMDVLK outperforms PRO so well when PRO has the AMD's proprietary shader compiler. With the exception of GravityMark 1.2 AMDVLK matches or beats PRO's performance in every test!

    Has anyone from AMD ever mentioned if the long term goal is switch to using the open-source AMDGPU LLVM shader compiler for all Vulkan drivers, or would that not be feasible on other platforms?
    The long term goal is to use LLVM for everything.

    Leave a comment:


  • user1
    replied
    Originally posted by Herem View Post
    What I find interesting is how AMDVLK outperforms PRO so well when PRO has the AMD's proprietary shader compiler. With the exception of GravityMark 1.2 AMDVLK matches or beats PRO's performance in every test!

    Has anyone from AMD ever mentioned if the long term goal is switch to using the open-source AMDGPU LLVM shader compiler for all Vulkan drivers, or would that not be feasible on other platforms?
    AMDVLK-open outperforming pro is probably due to AMDVLK-open receiving exclusive optimizations for Linux games (as mentioned in the changelog of the releases), while pro is not, since it's essentially the Windows Vulkan driver. AFAIR, at least most of the games Michael tested have received exclusive optimizations.

    in 2018 they mentioned their long term plan to eventually phase out the proprietary compiler and switch to LLVM on all Windows drivers as well, but I don't see that happening anytime soon because the compile time performance of LLVM is still far behind the proprietary shader compiler (from my own tests, the proprietary compiler performance seems to be much closer to ACO than to LLVM).

    Leave a comment:


  • schmidtbag
    replied
    Originally posted by cytomax55 View Post
    So radv is equal if not a bit better than amdvlk...
    why are they still making 2 drivers and dividing their work?
    I asked that way back when RADV was first introduced (albeit back then, there was no open-source option available, yet). People get pretty irritated when you ask such questions.

    Leave a comment:


  • cjcox
    replied
    Originally posted by avem View Post

    In other words it's not "community" in any shape or form which means the whole idea of community driven GPU development is more likely a myth.
    Imagine if we discovered that most of the kernel developers worked at Subway.

    Leave a comment:


  • Herem
    replied
    What I find interesting is how AMDVLK outperforms PRO so well when PRO has the AMD's proprietary shader compiler. With the exception of GravityMark 1.2 AMDVLK matches or beats PRO's performance in every test!

    Has anyone from AMD ever mentioned if the long term goal is switch to using the open-source AMDGPU LLVM shader compiler for all Vulkan drivers, or would that not be feasible on other platforms?

    Leave a comment:


  • skeevy420
    replied
    Originally posted by cytomax55 View Post
    So radv is equal if not a bit better than amdvlk...
    why are they still making 2 drivers and dividing their work?
    Well, it's their Texas and Southern heritage making them Jim Crowe holdouts. This is the Separate but Equal driver. There's even an exclusive version of their driver that caters to their "professional" users.

    Leave a comment:


  • avem
    replied
    Originally posted by user1 View Post

    No, most of them are employed by Valve, including those who work on the ACO shader compiler.
    In other words it's not "community" in any shape or form which means the whole idea of community driven GPU development is more likely a myth.

    Leave a comment:

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