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A Mesa Fix Lands To Take Care Of The R9 290 Issue, Intel/Radeon Performance Problems

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  • #21
    You have games benchmarked on Phoronix more then anything else .

    But there are other things that matters for users, i am sure users would like to see how new glamor behave... as it is 2D accel that matters even more then games for most

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    • #22
      Originally posted by duby229 View Post
      50% is well within glxgears margin, 10x is within glxgears margin. Just move the window around and you can see that for yourself. This isn't news.
      Ok just did it myself, moved the window to 10 different positions on the monitor.

      Before the fix:
      Code:
      15989 frames in 5.0 seconds = 3197.556 FPS
      15383 frames in 5.0 seconds = 3076.527 FPS
      16739 frames in 5.0 seconds = 3347.562 FPS
      18079 frames in 5.0 seconds = 3615.760 FPS
      18443 frames in 5.0 seconds = 3688.559 FPS
      17479 frames in 5.0 seconds = 3495.794 FPS
      16041 frames in 5.0 seconds = 3208.020 FPS
      17627 frames in 5.0 seconds = 3525.228 FPS
      17963 frames in 5.0 seconds = 3592.569 FPS
      18198 frames in 5.0 seconds = 3639.544 FPS
      15711 frames in 5.0 seconds = 3142.071 FPS
      After the fix:
      Code:
      31419 frames in 5.0 seconds = 6283.713 FPS
      32832 frames in 5.0 seconds = 6566.313 FPS
      33767 frames in 5.0 seconds = 6753.347 FPS
      32371 frames in 5.0 seconds = 6474.170 FPS
      27941 frames in 5.0 seconds = 5588.111 FPS
      32770 frames in 5.0 seconds = 6553.980 FPS
      33574 frames in 5.0 seconds = 6714.664 FPS
      29995 frames in 5.0 seconds = 5998.774 FPS
      32793 frames in 5.0 seconds = 6558.516 FPS
      31121 frames in 5.0 seconds = 6224.073 FPS
      That is a solid 100% more FPS and moving the window causes only up to 2% change.

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      • #23
        Edit: 20%

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        • #24
          And what was CPU usage while running glxgears before and after the fix?

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          • #25
            Originally posted by dungeon View Post
            I guess with the patch glxgears is not anymore CPU bound
            It's still "CPU bound", whatever that means - it just now can draw on an extra back buffer while the previous one is busy getting displayed. So if anything, it's more CPU bound than before, when the cpu use was getting delayed.

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            • #26
              Generally we always have two parts of the story to look at so GPU and CPU usage. So if one is improved but another stay where it is that is improvment for it, but if another does not stay where it is, reason for improvment is because another was bound.

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              • #27
                Originally posted by dungeon View Post
                Generally we always have two parts of the story to look at so GPU and CPU usage. So if one is improved but another stay where it is that is improvment for it, but if another does not stay where it is, reason for improvment is because another was bound.
                Yeah, it's just a weird way of describing things at times.

                In this case, a CPU stall was removed. Meaning that afterwards the CPU is actually busier, because it's not constantly paused waiting on stuff to finish.

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                • #28
                  It is not weird but common, i think you can hear everywhere - bound, idle, cap, bottleneck... or even elephant in the room

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                  • #29
                    For example this CSGO smoke i would describe as an elephant in the room somewhere and no one seems to know where the cap is



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                    • #30
                      And here again old very old Kaveri elephant in the room smoke

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