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GLSL/TGSI On-Disk Shader Cache Lands In Mesa For R600g/RadeonSI

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  • #11
    Originally posted by Michael View Post

    Yep, minimum time is shown when exposed by the engine/game. Okay, will look at elemental.
    I would be interested in a more basic test - just load a game (Deus Ex is the obvious torture test, but anything else would work too) and time how long it takes to load it. Then compare the times with/without the cache filled in.

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    • #12
      so what's next?

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      • #13
        Originally posted by smitty3268 View Post

        I would be interested in a more basic test - just load a game (Deus Ex is the obvious torture test, but anything else would work too) and time how long it takes to load it. Then compare the times with/without the cache filled in.
        Someone reported on irc (note they were also testing with the patch for caching radeonsi binaries) that their load time were going from something like 4min+ to 1m+

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        • #14
          Can most of this be used by nine as well in the future?

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          • #15
            Yes, finally. Great work Timothy et al.

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            • #16
              Originally posted by Herem View Post

              There are 2 issues that immediately spring to mind with just looking at the minimum FPS. The minimum FPS may not be caused by compiling shaders (so it may not change at all) and also the minimum doesn't give any indication of the frequency of stutters in performance.

              There have been other sites investigating frame pacing issues in the past such as Scott Wasson at the TechReport. He wrote a number of articles around the issue of micro stutters and how minimising these was critical to a good game play experience. This investigation ultimately lead AMD to release new versions of their propriety drivers for Windows with frame pacing code added to reduce the stutters http://techreport.com/review/25167/f...radeon-hd-7990 This also eventually lead to Scott Wasson leaving the site he founded and joining the AMD Radeon Technologies Group.
              He has a chart for this called Total Frame Time.
              It's not ideal, as it is a bit hard to read (svg would be great),but it places a dot for each render time occurrence and places a bar at two positions: the 10th and 90th percentile (iirc).

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              • #17
                Originally posted by tarceri View Post

                Someone reported on irc (note they were also testing with the patch for caching radeonsi binaries) that their load time were going from something like 4min+ to 1m+
                I'll test later today Trine 3 which suffers from this issue too, currently it takes 2,5 minutes to load was 5 minutes before some shader optimizations a months ago.

                Do we need to add any special configure option for compilation ?

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                • #18
                  I'm very excited about this, I'm a R600 user.

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                  • #19
                    GpuMemoryBuffers Status
                    ATC Software only
                    ATCIA Software only
                    DXT1 Software only
                    DXT5 Software only
                    ETC1 Software only
                    R_8 Software only
                    RG_88 Software only
                    BGR_565 Software only
                    RGBA_4444 Software only
                    RGBX_8888 Software only
                    RGBA_8888 Software only
                    BGRX_8888 Software only
                    BGRA_8888 Software only
                    YVU_420 Software only
                    YUV_420_BIPLANAR Software only
                    UYVY_422 Software only
                    should it solve this on chrome/chromium?
                    Last edited by Azrael5; 23 February 2017, 05:23 AM.

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                    • #20
                      Talos will benefit for sure, but it might be better to wait for the native bytecode caching as well.

                      Borderlands 2 will benefit even more. BioShock too.

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