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Dota 2 7.00 - Mesa 13.1-dev: OpenGL RadeonSI vs. Vulkan RADV

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  • Dota 2 7.00 - Mesa 13.1-dev: OpenGL RadeonSI vs. Vulkan RADV

    Phoronix: Dota 2 7.00 - Mesa 13.1-dev: OpenGL RadeonSI vs. Vulkan RADV

    With the big Dota 2 7.00 update having been released at the start of the week bringing some performance changes, I have carried out a number of fresh benchmarks of Mesa 13.1-dev with AMD Radeon graphics when testing the OpenGL renderer using RadeonSI and the Vulkan renderer with RADV paired with Linux 4.9 AMDGPU. Tests on several different Radeon graphics cards.

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Basically, it's DX11 vs DX12 again: lower performance with no visual advantage whatsoever.

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    • #3
      Originally posted by bug77 View Post
      Basically, it's DX11 vs DX12 again: lower performance with no visual advantage whatsoever.
      I don't know what your expectations were but they were terribly wrong, neither Vulkan or DX12 will perform well with current pseudo ported engines and remember RADV is basically experimental and under heavy development that is no way is yet optimized or functional on most cards but is becoming quite awesome to be honest.

      Remember current engines are heavily single threaded(mostly other threads are for AI, Audio, etc) and composite as serially as possible because DX11 and OpenGL work best that way whereas Vulkan and DX12 need to work in a massive parallel enviroments and require new memory allocation paradigms that allow reuse and parallel fetch operations and pretty much a whole rethink of the render pipeline(you can see this on Doom engine for example)

      Hence don't expect witchcraft magic recoding overnight of existent engines to magically boost performance and usage for a while, this changes will take time to reach customers and for now most engines are focus on "support DX12/Vulkan" in their render pipelines not optimizing for them.

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      • #4
        Originally posted by jrch2k8 View Post

        I don't know what your expectations were but they were terribly wrong, neither Vulkan or DX12 will perform well with current pseudo ported engines and remember RADV is basically experimental and under heavy development that is no way is yet optimized or functional on most cards but is becoming quite awesome to be honest.
        Oh believe me, I brought that up in countless threads. I was just poking fun at those that for the past 6 months or so were touting the virtues of low-level APIs as if it were the Second Coming.

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        • #5
          Will it will be a second coming once the engines are written specifically for this low level APIs but the expectation that it means bigger FPS is wrong, sure FPS can grow specially on big GPUs but the biggest improvement will come into frame smoothness and more complex postprocessing due to the parallel nature of the code and the memory reuse -- syncronization between the different parts of the pipeline.

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          • #6
            Originally posted by jrch2k8 View Post
            [radv] is becoming quite awesome to be honest.
            not for dota according to this article

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            • #7
              Originally posted by bug77 View Post
              Basically, it's DX11 vs DX12 again: lower performance with no visual advantage whatsoever.
              Blame the publishers or devs rather than the api.

              Messy old style engines ported over to another api to be able to write "DX12" onto the product for more sales obviously don't show advantages. But when you actually open your eyes and look at the those that put more effort into the port (most d3d12 games after a few patches, Doom@Vulkan, etc), you can clearly see the advantages.

              Do you blame OpenGL/Vulkan for the bad performance of games ported Linux, too?
              Last edited by juno; 16 December 2016, 12:12 PM.

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              • #8
                Originally posted by pal666 View Post
                not for dota according to this article
                The article don't show frame stability(aka frame tanking), cpu usage, frame percentiles, memory usage, vram usage, etc. only FPS, so with the available data is not possible to state "not for Dota" accuratelly, dunno maybe vulkan FPS are lower but is butter smooth on big fights while OpenGL give more FPS but on big scenes you get FPS tanking and input delay for example.

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                • #9
                  Originally posted by juno View Post
                  Do you blame OpenGL/Vulkan for the bad performance of games ported Linux, too?
                  People on Windows-focussed tech websites actually do that. And people on Windows-focussed tech sites also praise Vulkan for running well on Doom while hating on Dx12, while ignoring that both APIs basically have the same issues when used the wrong way.

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                  • #10
                    Why isn't the R9 290 tested anymore on Phoronix?

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