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RADV Prepares To Switch Completely To Dynamic Rendering

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  • smitty3268
    replied
    Originally posted by dev_null View Post
    and to people not so involved in Vulkan and mesa what does it mean in practice ? like better performance or less code and less bugs ?
    The extension proposal is worth a read for anyone interested. https://github.com/KhronosGroup/Vulk...ering.asciidoc

    In short, it sounds like developers really didn't like the render pass API in Vulkan, and this is an attempt at replacing it with something much more streamlined and familiar to them.

    There are also some comments and people involved that make me think it might be helpful for performance for DXVK/Zink and other projects that map alternative APIs onto Vulkan.

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  • skeevy420
    replied
    Originally posted by F.Ultra View Post

    Looking at the large patch needed for this I would say that it perhaps makes life easier for the user dev but more complicated for the driver dev. OR the idea came long after Vulkan was specified.
    It's the latter. Came with Vulkan 1.3. It's almost a year old.

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  • F.Ultra
    replied
    Originally posted by schmidtbag View Post
    So... there must be some downside because if it's easier on developers, produces fewer bugs, and can potentially increase performance, then why wasn't this the default for all Vulkan drivers from the beginning?
    Looking at the large patch needed for this I would say that it perhaps makes life easier for the user dev but more complicated for the driver dev. OR the idea came long after Vulkan was specified.

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  • schmidtbag
    replied
    So... there must be some downside because if it's easier on developers, produces fewer bugs, and can potentially increase performance, then why wasn't this the default for all Vulkan drivers from the beginning?

    Leave a comment:


  • skeevy420
    replied
    Originally posted by user1 View Post

    Yeah, I'm also not a fan of all those quality lowering techniques for the sake of performance. But it seems Radv devs sometimes experiment with variable rate shading stuff (which I guess is similar to Dynamic Resolution in games because it lowers the quality of certain objects). For example, I found this MR which wants to enable VRS by default in a certain case.
    Idk, maybe that specific MR is not what it seems, so if there's any Radv developer out here, correct me if I'm wrong.
    Anecdotal because I've disabled it for so long, but the few times I've used those resolution features in games I found it was better to just disable it and adjust the settings to match my resolution and frame rate.

    VRS can be like running Ultra settings on your character and stuff center screen and Medium on the outskirts. NVIDIA's example is a racing game and having the car nice and the stuff on the sides your passing at 150mph being rendered in a lower quality and in VR and having what's in your direct vision be rendered higher than what's in your peripheral vision.

    IMHO, VRS wouldn't be a bad default setting if it only worked up -- If it let us use Medium but rendered as High or Ultra whenever possible; set an acceptable minimal baseline for quality. I don't think I'd notice texture changes on non-important objects as much I notice the resolution going up and down and that blur in and out feeling I get when dynamic resolution is done screen-wide.
    Last edited by skeevy420; 24 August 2022, 08:44 AM.

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  • user1
    replied
    Originally posted by skeevy420 View Post

    Ditto. My assumption was it was gonna be like that Dynamic Resolution BS that some games offer and I'm glad it isn't.
    Yeah, I'm also not a fan of all those quality lowering techniques for the sake of performance. But it seems Radv devs sometimes experiment with variable rate shading stuff (which I guess is similar to Dynamic Resolution in games because it lowers the quality of certain objects). For example, I found this MR which wants to enable VRS by default in a certain case.
    Idk, maybe that specific MR is not what it seems, so if there's any Radv developer out here, correct me if I'm wrong.

    Leave a comment:


  • skeevy420
    replied
    Originally posted by CochainComplex View Post
    Thx for explaining. I asked myself the same question.
    Ditto. My assumption was it was gonna be like that Dynamic Resolution BS that some games offer and I'm glad it isn't.

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  • cl333r
    replied
    Originally posted by dev_null View Post
    and to people not so involved in Vulkan and mesa what does it mean in practice ? like better performance or less code and less bugs ?
    Using Vulkan in an app requires a lot of learning and work because Vulkan is very verbose and low level compared to OpenGL, the dynamic_rendering extension simplifies things, so it makes the lives of these developers easier.

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  • CochainComplex
    replied
    Thx for explaining. I asked myself the same question.

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  • V1tol
    replied
    Less code less bugs, and in very CPU limited apps it can lead to better performance. For games it may not have any difference since game engines heavily optimize their graphics pipelines themselves.

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