Originally posted by Linuxxx
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RADV+Zink vs. RadeonSI OpenGL Performance On Mesa 23.2-devel
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Originally posted by marek View Post
My kernel isn't built with any other governor.
Are you compiling your own kernel or is it a distro-provided one?
And yeah, that pretty much explains why RadeonSI is beating Zink on your end, whereas in Michael's benchmarks it's the other way around.
Schedutil is simply a really badly designed CPU governor, unfortunately...
If you can, please re-test with the performance governor on your end, too.
Thanks!
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Originally posted by Linuxxx View Post
Are you running the benchmark with the "schedutil" CPU governor on your end?
If so, then that explains why Zink is beating RadeonSI here, because Michael runs all gaming benchmarks with the performance governor, as it should be done.
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Originally posted by marek View PostI'm not able to reproduce the Zink score with Heaven. For me, RadeonSI beats it consistently. Below is an FPS chart of every Heaven frame at 1080p.
GPU: Radeon 7600, RadeonSI: 166 FPS, Zink: 150 FPS
If so, then that explains why Zink is beating RadeonSI here, because Michael runs all gaming benchmarks with the performance governor, as it should be done.
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I'm not able to reproduce the Zink score with Heaven. For me, RadeonSI beats it consistently. Below is an FPS chart of every Heaven frame at 1080p.
GPU: Radeon 7600, RadeonSI: 166 FPS, Zink: 150 FPS
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Originally posted by Michael View Post
Is it just me (or Proton?) or is this benchmark wildly inaccurate? I've been running it in loops on different resolutions/quality settings all day and generally seeing 8~20% variability between runs each time when looking at the same settings between them. Was looking hopeful at first but I have yet to get it running stable at least on Proton Experimental + GNOME Wayland + Radeon.
Maybe that's intended behavior by the developer, since it's labeled a stress test instead of benchmark.
Meanwhile, I did some more digging, and it turns out that same developer went on to develop "Ashes of the Singularity" on that same engine, which has an actual benchmark mode built-in.
Unfortunately, I don't have that game in my library, however it has a gold rating at ProtonDB, so it could be worth trying that game out within its two hour try-out period on Steam, just to see whether it exhibits the same problem as "Star Swarm":
A massive-scale real-time strategy game where you command entire armies on a dynamic battlefield. Conquer multiple worlds across several single-player campaigns; or play with your friends in multiplayer combat.
Also, I'm pretty sure you could get the benchmark mode of "Alien Isolation" easily automated, since the executable contains the "-benchmark" switch/flag.
Plus another game with a gold rating on ProtonDB that also has an explicit "-benchmark" switch/flag is "Anno 1800":
Anno 1800™ – Lead the Industrial Revolution! Welcome to the dawn of the Industrial Age. The path you choose will define your world. Are you an innovator or an exploiter? A conqueror or a liberator? How the world remembers your name is up to you.
Hope these (and even more games) can be successfully automated...
Cheers and keep up your awesome work!
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Originally posted by oiaohm View Post
Phoronix: Wayland's Weston 12 Alpha Brings Multi-GPU Support, PipeWire Backend, Tearing Control Released today was the first alpha release of the upcoming Weston 12.0 release, which continues to serve as the reference compositor for Wayland... https://www.phoronix.com/news/Wayland-Weston-12.0-Alpha
Please deal with your issue in your post over here. I don't fell like wasting my time on a person who will miss quote and miss attribute so breaking copyright law.
It's ok to admit when you're wrong.
Also, I think it's hilarious that you are actually promoting to other people that you think quoting somebody you are replying to here amounts to copyright infringement.
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Originally posted by Linuxxx View Post
Here are a few items I just dug up, hope they can be incorporated into your PTS:
1.
Star Swarm is a completely free engine benchmark on Steam, which should work with Proton:
Welcome to the newest frontier in gaming: battles and scenes at the scale of armies and fleets, all active at once with no trickery around loading screens or off-screen abstractions. Star Swarm is a real-time demo of Oxide Games’ Nitrous engine, which pits two AI-controlled fleets against each other in a furious space battle.
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Originally posted by microcode View Post
Seems like nobody here reads to the end of something before replying... When it becomes the only "consumer" of Gallium3D, then there will be no need for a separate layer, and the Gallium code can be refactored into Zink, that's what I was saying.
As for "a few decades", Gallium has only existed for like a decade at this point, this isn't a year 2050 thing lol.
As for deficient Vulkan drivers: again, as I mentioned, good GL support could become a matter of providing sufficient extensions in your Vulkan driver, obviously it's possible to fail at that.
Honestly why even bother writing comments here, nobody reads anything except the first line anyway lol.
1. You want separate working drivers to compare your implementation to. That means working gallium drivers for the other GPUs supported by Zink and it means you don't make Zink the only consumer of Gallium combining the 2.
2. Zink relies on Gallium, like all the other drivers. If you integrate Gallium into Zink, and the others are still using Gallium, then Zink is no longer OpenGL on Vulkan, it becomes Gallium, the front end to OpenGL in Mesa.
I will add some just to make it clear.
3. Zink not integrating Gallium means later the next thing that replaces Gallium can be used in its place without having to gut Zink. How do I know there will be a next thing? There always is.
4. Zink can be the test case for the new thing if it isn't tightly coupled to Gallium.
5. Having the other implementations allows Zink to test against known expected behavior, as well as look at more performant implementations. It also gives a default benchmark for Zink to and beat, or at least match.
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Originally posted by Michael View Post
I'm always up for including more benchmarks but limited by the ones that meet my standards around automation/scripting support... I think the only OpenGL games I left out are even older titles or not running on modern distros. If there is any automated-friendly games I missed out on, please let me know.
1.
Star Swarm is a completely free engine benchmark on Steam, which should work with Proton:
Welcome to the newest frontier in gaming: battles and scenes at the scale of armies and fleets, all active at once with no trickery around loading screens or off-screen abstractions. Star Swarm is a real-time demo of Oxide Games’ Nitrous engine, which pits two AI-controlled fleets against each other in a furious space battle.
2.
Two free Final Fantasy (14 & 15) benchmarks, which should also run flawlessly under Proton:
Final Fantasy 14:
Final Fantasy 15:
3.
Still remember that "Alien - Isolation" Linux port that you refunded because the built-in benchmark tool wasn't ported over by Feral Interactive?
Well, how about trying the Windows version with Proton?
Should work without problems aswell, according to ProtonDB.
4.
For even more benchmark possibilites, have a look at the following page on PCGamingWiki:
Really hope at least a few new benchmark test-cases can be added to your excellent Phoronix Test Suite...
Cheers!
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