Originally posted by schmidtbag
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Mesa OpenGL Threading Now Ready For Community Testing, Can Bring Big Wins
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Originally posted by duby229 View Post
But, isn't that exactly what made OpenGL hard to implement and hard to support? What would make you think taking Vulkan down that path would be a good thing?
OpenGL's problem is that even with rules in place, devs like to implement their own paths. Vulkan does away with rules and says "here's a lower level API, do whatever you want". I'm having a hard time seeing how that's not going to lead to games optimized half-way or even for one of the major players. Professional software (which is where Vulkan can do the most good) will probably be treated better, but games? I think they'll just get the short stick.
Fwiw, I don't have a problem with Vulkan. Between OpebGL and Vulkan, I think now is a great time for open rendering frameworks. It's just that I don't agree with those that see Vulkan taking the world by storm and changing how we do rendering from the ground up.
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Originally posted by shmerl View PostThe Witcher 2 doesn't benefit much from it really. I tested it and didn't notice any significant difference.
The Witcher 3 in Wine on the other hand seems to benefit from it somewhat.
So if it did not hurt performance for anybody, I strongly recommend putting The Whitcher 2 on that list.
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Originally posted by bug77 View Post
I'm not sure I understand the question.
OpenGL's problem is that even with rules in place, devs like to implement their own paths. Vulkan does away with rules and says "here's a lower level API, do whatever you want". I'm having a hard time seeing how that's not going to lead to games optimized half-way or even for one of the major players. Professional software (which is where Vulkan can do the most good) will probably be treated better, but games? I think they'll just get the short stick.
Fwiw, I don't have a problem with Vulkan. Between OpebGL and Vulkan, I think now is a great time for open rendering frameworks. It's just that I don't agree with those that see Vulkan taking the world by storm and changing how we do rendering from the ground up.
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Originally posted by leipero View Post
This is confusing as hell, if I understand it right, it colides with wine D3D-CSMT implementation that is already included in wine-staging, but what about gallium nine internal multithreading (csmt_force=1, it should be enabled by default since Mesa 13.2 or 17.0), if I understand it right, in case of gallium nine, this option have no influence and does not colide?
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Originally posted by M@GOid View PostSo if it did not hurt performance for anybody, I strongly recommend putting The Whitcher 2 on that list.
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Originally posted by kparal View Post
- Setting the environment variable "mesa_glthread=true" will enable glthread. It has the same effect as enabling glthread in drirc.
- You can measure FPS manually by setting GALLIUM_HUD=fps, going to an (ideally static) game location and observing the FPS on the screen.
- You can observe how glthread is performing by adding 3 more HUD charts: GALLIUM_HUD=fps,API-thread-offloaded-slots+API-thread-direct-slots+API-thread-num-syncs
- The API charts on the HUD show glthread counters. If they are 0, glthread is disabled. Even if you enable glthread, Mesa can still decide to disable it for compatibility. In order to have a good chance of having higher performance, API-thread-offloaded-slots must be 2x or higher than API-thread-direct-slots.
- It's recommended to have a slower CPU compared to the GPU.
Would you add this to the Wiki page. Thanks.
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Originally posted by shmerl View Post
Not sure. I don't find Gallium Nine too useful for me. More modern games use DX11 already, and those which use DX9 work pretty well with regular Wine and its CSMT.
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