Originally posted by bug77
View Post
Announcement
Collapse
No announcement yet.
AMD R600g Performance Patches Yield Mixed Results
Collapse
X
-
-
Originally posted by bug77 View PostThe guy said "single static rectangular texture". Even if rendered at 1000fps, does this need any memory bandwidth past the initial rendering?
I think you're getting memory bandwidth confused with DMA bandwidth on your PCI-E bus. Not the same thing.
Leave a comment:
-
Originally posted by xception View PostWell, guessing from what was changed I'd say that the huge difference is when the game is complex enough to run out of memory from the graphics card. Since they changed "VRAM|GTT" to just "VRAM", it seems quite likely that is the issue, there should be some code to detect when the video card get close to running out of VRAM and switch from "VRAM" back to "VRAM|GTT" relocations for those workloads while keeping VRAM only for workloads which require less video memory. Another solution would be to somehow monitor which of those resources are accessed more and which less often and locate the high access count resources in VRAM and the rest in GTT.
Leave a comment:
-
Originally posted by bug77 View PostLike, seriously? You need the full bandwidth of a card to display a single texture?!?
Leave a comment:
-
Originally posted by agd5f View PostMake sure you have 2D tiling enabled otherwise you won't be fully utilizing your memory bandwidth; it's been made the default as of mesa 9.0 and xf86-video-ati git master. Note that the EGL paths to not properly handle tiling yet.
Leave a comment:
-
Originally posted by xception View PostWell, guessing from what was changed I'd say that the huge difference is when the game is complex enough to run out of memory from the graphics card. Since they changed "VRAM|GTT" to just "VRAM", it seems quite likely that is the issue, there should be some code to detect when the video card get close to running out of VRAM and switch from "VRAM" back to "VRAM|GTT" relocations for those workloads while keeping VRAM only for workloads which require less video memory. Another solution would be to somehow monitor which of those resources are accessed more and which less often and locate the high access count resources in VRAM and the rest in GTT.
Leave a comment:
-
Well, guessing from what was changed I'd say that the huge difference is when the game is complex enough to run out of memory from the graphics card. Since they changed "VRAM|GTT" to just "VRAM", it seems quite likely that is the issue, there should be some code to detect when the video card get close to running out of VRAM and switch from "VRAM" back to "VRAM|GTT" relocations for those workloads while keeping VRAM only for workloads which require less video memory. Another solution would be to somehow monitor which of those resources are accessed more and which less often and locate the high access count resources in VRAM and the rest in GTT.
Leave a comment:
-
Originally posted by agd5f View PostMake sure you have 2D tiling enabled otherwise you won't be fully utilizing your memory bandwidth; it's been made the default as of mesa 9.0 and xf86-video-ati git master. Note that the EGL paths to not properly handle tiling yet.
About EGL: I have applied a simple patch which enables tiling of the frame buffer. With that It matches the performance of running under X11. In both cases I get 130 FPS, while the blob is at about 220. (It is not actually double, sorry, but is significantly faster).
Leave a comment:
Leave a comment: