Announcement

Collapse
No announcement yet.

RADV Vulkan Gaming Getting Closer To RadeonSI OpenGL Performance

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #11
    Originally posted by bridgman View Post
    It does generally reduce CPU overhead, but even if the Vulkan app has half the CPU load of a comparable OpenGL app it is still likely to end up CPU-bound if the bulk of the work is single threaded.
    shouldn't "cpu-bound with half the cpu load" translate to "twice the fps" ?

    Comment


    • #12
      Depends on threading... if the work is evenly spread across enough threads then "half the CPU load" would translate into "twice the FPS" (or at least enough extra FPS to get out of hard CPU-bound territory) but if the remaining work is largely single-threaded then you may not see much gain. In particular if you are comparing an OpenGL driver which does some multi-threading internally to a Vulkan app whose porting framework sticks most of the work in a single thread then there could be zero gain or even a loss.

      In the simplest case though (single core CPU or all the work single threaded in both cases) then I agree that reducing CPU load would increase FPS.
      Test signature

      Comment


      • #13
        @Michael: typo - 'Dota 2 at 4K saw significant benefits from the delta color correction...'
        => DCC - delta color compression...

        Happy New Year!

        Dieter

        BTW Have a brake! - We _all_ need it (some time).

        Comment

        Working...
        X